Looks like the Imperials bought it. You manage to slip through the security patrols, though there was a close call when another freighter came alongside you that the Imperials were taking a closer look at. Thankfully since their attention was focused elsewhere, they didn’t match your ship’s description with that given by the Moff. The trip to Ord Mantell is mostly uneventful, just enough supplies and fuel to make the trip. The Spaceport administrator is a little rough around the edges and wants your landing fee up front, but you manage to convince him to waive the fee – this time.
Now that you’re no longer on an Imperial controlled world, you feel a little more comfortable relaxing. You still have things to worry about, certainly, but on a world like Ord Mantell, most people aren’t going to care that you’ve been labeled a Rebel and traitor to the Empire. Here, the odds are good they’re far more interested in your credits. It would do you good to take care.
Your Bounty Hunter friend is silent as he breaks off from the group – now that you’re safely away from the Indomitable, his job is done. You stand together at the entrance to the Spaceport, and now you’ve got a whole world at your fingertips. Still, if you really want to get your ships back and deal with the Moff, you’re going to have to find that Rebel Agent sooner or later.
Allow the players a little more freedom while they’re here – they can try to find shops, if they have any credits, try to sell or buy some items. If they’re trying to sell any Imperial supplies, they’ll have to find someone willing to buy, which won’t be easy right off the bat. If they decide to follow the Bounty Hunter, or send one person to do so, have them perform a stealth check vs avg difficulty – he’s ready to turn in his job, and Ord Mantell is busy so he probably won’t even notice them following him unless they really screw up.
The Bounty Hunter makes his way to another hanger bay in the same spaceport, though it’s quite a bit closer to what looks like a seedier part of the city. There are security panels mounted on the walls next to the doors, and they look like they’re set up with multiple redundant security systems – people that park in these bays really don’t want anybody at all getting to their ships. If the players succeeded the stealth check, they should perform another now to sneak into the bay following him – if they fail, the doors will close and lock and they’ll have to find another way in. If they perform a perception vs avg check, they’ll see a cleaning droid coming out of a small ventilation duct that appears to head into the bay. They can slice this droid with an avg computers or mechanics check and reprogram it, set up a feed so they can hear what’s going on inside, then fly it back in to the bay.
In any case, so long as they’re quiet the PCs will hear the following – however if they approach or step onto the Bounty Hunter’s ship, an alarm will sound and the comm link will drop.
If they follow the bounty hunter
It’s difficult to see much going on – the lights have been turned down, so much so you think there might be a power issue in this part of the spaceport. You can make out the outline of an old Skipray Blastboat, though, the gangplank extended and light filtering from inside the viewports. It’s been a gamble, coming this far, but the man who helped you escape hasn’t seemed to notice he’s been followed. You can hear muffled voices coming from just inside, so you move a little bit closer… but not too close.
He’s having a conversation, that’s for sure, though it must be over a comm because you can’t make out much more than a crackle in between pauses. “Yeah, all four of ‘em. I can have security send ya the security tapes from the hanger where they landed.” Crackle. “They were curious but didn’t ask too many questions. They dunno who ya are.” Crackle. “Why in hell would I lie about that? Hutts are notorious for makin’ people pay for lyin’.” Crackle. “Tagged their transport. They got a bone t’ pick with Vancil, but as far as I’m concerned, I’m done. I’ll bring ya the tracker an’ collect my payment. How’s that sound?” Crackle crackle.
The players may wish to confront the Bounty Hunter, but they won’t be able to – the gangplank begins to rise and the hanger doors above the ship begin to open. He’s not sticking around, and they won’t be able to break onto the ship in time to stop him. Now that they know about the tracker, they’ll have even more reason to liberate their ships from the Moff – they probably won’t want a Hutt knowing their every move, willing to sell it to anyone for the right price. The Bounty Hunter is good – he’ll have hidden the tracker so well that any search or removal will be of daunting difficulty.
Whether they followed the BH or not, they will ultimately be tracked by the Hutt – if they don’t follow the Bounty Hunter, they just won’t know about it yet. He will come into play in a later episode, but for now their focus should be on finding the Rebel Agent. That means traveling to Freelonn.
Of all the casinos you’ve seen in your life… you’ve never quite seen one like The Chance Cube. The rest of the street around the casino is pretty dark, pretty seedy, but the front of the casino itself is very bright and extravagant. There are fountains lining the walk leading to the front door, multiple spotlights set to automatically tilt left and right that also appear to change color spectrum every few seconds. There are beautiful people standing outside, trying to get your attention, trying to get you to go inside – scantily clad men and women of all types, all species. There is a fabrication of a chance cube that towers above you, mounted above the door, with a sign that says, “OVER 4 BILLION CREDITS PAID OUT” in large, blinking letters.
The inside is just as luxurious. The lighting is dim, the air is cool, and there’s music piping in from speakers overhead. A lot of people are smiling – a lot of people are not – but there is definitely the glazed look of people who may or may not have a gambling problem on most of the faces around. Slot machines, card games, dice games galore. You can practically feel the credits burning a hole in your pocket, begging to be tossed onto a table and multiplied… though if this is like any other casino, the house wins the majority of the time.
It doesn’t take long to find the Sabacc tables – they’re isolated from the rest of the games, mostly because they tend to become more high stakes and, often, the wealthier players prefer being separated from the riff-raff. There appears to be only one game going on at the moment – a male Twi’lek with olive-hued skin and ornate clothing sits across from an apparently wealthy Ithorian, judging by the stack of chips and credits laying in front of him. A human woman sits between them, staring down at the cards in her hand, her lips pulled into a tight circle of annoyance. Her clothing and hairstyle suggest an Alderaanian, but it’s hard to tell from behind.
The Twi’lek notices you first, his brow arching slightly, and he motions to the remaining seats at the table. “You come here to lose your money? Fine with me. Please, join us.”
At this point, one or all of the players can join in on the game. There will be one or two hands dealt, but ultimately the conversation is more important than the game. If anyone knows how to pay Sabacc, feel free to actually play it out – otherwise perform dice rolls and whoever has the highest number of advantages and least number of losses wins.
The Twi’lek watches you with interest. “Tell me something – have you ever played this game before? You don’t seem to know what you’re doing.”
If any of the players win
He snorts. “Maybe I misjudged you. You’ve got a good Sabacc face, my friend.”
If Zelda wins
His eyes narrow and he scowls, crossing his arms. “I swear – you’re never going to get anywhere if you don’t start betting more credits. Bleed them for a while before going in for the kill.” She just smiles sweetly, batting her eyes. “Trust me, Zathar, if I’m going to kill you, you’ll know it.”
If the Ithorian wins
“Why is it every time I play cards with a mute they always win? It’s like they’re completely immune to my banter.”
He’s still watching, leaning forward on the table and frowning. “You look familiar for some reason, off-worlder. I’m not sure I like it.”
The Twi’lek slaps a hand on the table and pushes himself up out of his chair, knocking it over and pointing an accusatory finger. “Cheat! You’re cheating, I know you are!” Zelda rolls her eyes and tosses her cards on the table, standing up as well and moving to your side before laying a hand on your shoulder. “They’ve been sitting at the table for ten minutes and you’re already accusing them of cheating. You’re a paranoid lunatic, Zathar.” She turns to look down at you and smiles, her brow arching. “I think, perhaps, you would be best served heading to one of the private rooms in the corner.” She indicates over her shoulder. “There’s food and drink. I’ll vouch for you.”
The Twi’lek slaps a hand on the table and pushes himself up out of his chair, knocking it over and pointing an accusatory finger. “Cheat! You’re cheating, I know you are!” Zelda rolls her eyes and sighs, tossing her cards on the table, then stands and leans a hand on her hip. “Oh, please. Like I’d have to cheat to beat a card player as bad as you. I learned from the best, Zathar.” She looks to you and shakes her head. “My recommendation? Get as far away from this paranoid lunatic as you can. Maybe head to one of the private rooms in the corner.” She indicates over her shoulder. “There’s food and drink. I’ll vouch for you.”
If the Twi’Lek wins
He just grins and reaches out to gather up all the credits on the table, his tendrils twitching as he hums to himself. Zelda sighs and leans back in her seat, tossing her cards on the table with disgust before turning to look to you, frowning. “My recommendation? Get as far away from this cheating gundark as you can, before he steals all your money. Maybe head to one of the private rooms in the corner.” She indicates over her shoulder. “There’s food and drink. I’ll vouch for you.”
If the players wish to have an altercation with the Twi’lek, see page 395 – Smuggler Baron. They should ultimately follow Zelda’s suggestion, however, and make their way to the corner room.
Stepping into the room, you find it to be… pretty empty, actually. There isn’t any food or drink, as she said there would be, but there is a long meeting table with multiple chairs, all facing towards the viewport overlooking the city. Poking your head back out the door, you double check to be sure… but yes, this is definitely the room she was referring to before. That certainly seems fishy. It doesn’t take long, though, before she appears in the door, arms crossing over her chest as brown eyes study you intently. Leaning her shoulder against the doorjamb, she manages to fill the room, despite her short stature. “You’re here from Kuat, aren’t you?”
Who are you?
“My name is Zelda Gizler, and I’m here at the moment representing the Republic.”
You mean the Rebellion.
She smiles, though it’s not a sweet one. “The Empire would call it that, yes. But those of us involved don’t recognize the Emperor’s leadership.”
PCs explain why they’re here.
She nods and pushes off the door, stepping further inside and pulling it closed behind her before approaching the head of the table. “Yes, I received a communique from Administrator Dara not long before you arrived. Lucky for you I happened to be on planet. I have some experience with Imperials, and I know your Moff Vancil personally… he’s slime.”
PCs explain that they need help
She’s silent for a moment, studying you again, then pulls out the chair at the head of the table and sits quietly, crossing her legs and leaning her forearms on the arms of the chair. “You know, if this was any other time, I’d think you were crazy for wanting to fly right back into Imperial space, even just to get your ships… but with Palpatine’s last major offensive destroyed, they’re more vulnerable than they have been for some time. The destruction of the Death Star only served to boost Imperial morale, but they’re spread much thinner, now, trying to hunt us down.” The corner of her mouth pulls up into a tight smile. “You’re asking to pull off an impossible task… but I think I can help you. The question is… are you willing to help me?”
What do you mean?
Her lips form a line before she curls a hand into a fist. “The destruction of Alderaan and the loss of our base on Yavin dealt a pretty nasty blow to the Republic, even if we managed to take out the Emperor’s secret weapon. To be honest… we’re spread even thinner than the Empire thinks. Which means we need as much help as we can get.” Her brows lift slowly. “I can offer you a steady paycheck if you agree to join the Rebellion. We could use people of your stature, people who know how the darker parts of the Galaxy work. And you’d have plenty to do.”
How much are we talking here?
“That depends. First, on how useful you’ll prove to be for the Republic. But if you want numbers, I’d say, minimum, ten thousand credits per person, per job. And you’d have access to any Republic bases or anyone allied with us. That would mean a pretty decent discount with regards to ship maintenance and supplies.”
How useful we prove to be?
“To put it simply – I know where Vancil will likely be keeping your ships. I know you want them back. I’m willing to give you the information, even if you decide you don’t want to be part of the Rebellion, but I would appreciate you to at least consider it. Getting them back won’t be easy – in fact, it will be nearly impossible. If you can manage it, you’ll have proven yourselves more than useful, and I can guarantee the Republic will take care of you.”
What if we don’t want to join the Rebellion?
She sighs. “As I said – I’m willing to give you this information no matter what. But know this – you’re going to make enemies of the Empire if you assault a Moff to retrieve your property. You might be able to run, but considering the size of the Empire, you’re going to be running for a long time. With the Republic, you won’t be safe… but you’ll at least have someplace to stop running for a while.”
Leave it up to the players to decide what they want to do. They can try to interrogate or negotiate with Zelda, but it will offer high difficulty as she is a diplomat – see page 210 of the Age of Rebellion book for her stats. Zelda also has a secret regarding her identity, but she will be unwilling to share it at this time.
The next episode will involve checking out some of the leads offered by Zelda and dealing with the consequences of their actions, as well as introducing the Hutt who will be trying to control them. They won’t yet face the Moff, not until Episode 3, but they’ll be one step closer to getting their ships back and possibly becoming heroes of the galaxy.
If they decide to join the Rebellion, they’ll have more advantages than disadvantages. If they decide to go on their own, which they can, they’ll always have to keep an eye over their shoulder.