Hunger: A Free Star Wars Mini-Adventure For The Rebellion Era
Hunger: A Free Star Wars Mini-Adventure For The Rebellion Era
Hunger: A Free Star Wars Mini-Adventure For The Rebellion Era
By Morrie Mullins
DESIGN “Hunger” is a Star Wars Roleplaying Game mini-adventure
MORRIE MULLINS for four heroes of 10th to 12th level. The adventure is set
during the Rebellion era, but it can be modified to work in
EDITING any time period.
RAY AND VALERIE VALLESE The scenario can be modified for heroes of higher level by
raising the skill check DCs as appropriate to your party and
TYPESETTING adding one or more high-level Elite Troopers (from Chapter
NANCY WALKER 14 of the revised core rulebook) to the fight with Jaeth and
Looca as Jaeth’s secondary lieutenants. The scenario can be
WEB PRODUCTION
modified for characters of lower level by lowering all skill
JULIA MARTIN check DCs by one for every level the average level of your
party is below 10, removing Looca’s Improved Force Mind
WEB DEVELOPMENT
ability, and reducing the number of guards present for Jaeth
THOM BECKMAN
to 1d4+2.
ART DIRECTION
ROB RAPER Background
Pinett is a small mining moon in the Elrood sector that has
LUCAS LICENSING EDITOR
so far managed to escape the interest of the Empire. It sees
MICHELLE VUCKOVICH moderate traffic, due to its proximity to several spice routes
that run across the Mid Rim and the Outer Rim, and its two
STAR WARS RPG DESIGN MANAGER
spaceports generally remain filled to capacity with various
CHRIS PERKINS
freighters that stop to refuel.
VICE PRESIDENT AND DIRECTOR OF RPG R&D Recently, two factions on the planet—economic factions,
BILL SLAVICSEK both of which claim loyalty to the Empire but pay it as little
mind as anyone on the edge of the Outer Rim—have begun
vying for control of the spaceports. The Corsignis Property
U.S., CANADA EUROPEAN HEADQUARTERS Alliance (headed by Deniv Corsignis) and the Jon-Tow
ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
Economic Development Group (a consortium of mid-level
Wizards of the Coast, Inc. P.B. 2031
smugglers and ne’er-do-wells from around the system) have
P.O. Box 707 2600 Berchem
traded blows in an economic power struggle that recently
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Questions? 1-800-324-6496 +32-70-23-32-77
resulted in both organizations setting up a blockade above
Pinett. Each group’s goal is to block the other’s ability to
www.wizards.com/starwars www.starwars.com control trade through the ports of Oscum and Beliarr.
This mutual embargo is doing neither faction any good,
This d20 System™ game utilizes mechanics developed for the new
DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, but neither is willing to back down. Corsignis (a Chagrian
Skip Williams, Richard Baker, and Peter Adkison. who does not appear in this adventure) is renowned for his
This Wizards of the Coast™ game product contains no Open Game Content.
rather Gamorrean approach to business—if something does-
002 No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License n’t seem to work well the first time, he just puts his head
and the d20 System License, please visit www.wizards.com/d20. down and bashes at it until something gives. The Jon-Tow
©2003 Lucasfilm Ltd. and ® & ™ where indicated. All rights reserved.
Used under authorization. Made in the U.S.A. consortium, on the other hand, was barely able to organize
DUNGEONS & DRAGONS and the Wizards of the Coast logo a vote to set up the embargo, and now the membership is
are registered trademarks owned by Wizards of the Coast, Inc.
completely divided on whether to end the blockade or leave
The d20 System logo and d20 are trademarks owned by Wizards of the Coast. Inc.
This Wizards of the Coast game product contains no Open Game Content. it in place. Some of the wiser members of the consortium
No portion of this work may be reproduced in any form have recognized that their actions amount to cutting off
without written permission.
To learn more about the Open Gaming License and the d20 System License,
their collective nose to spite their collective face, but others
please visit www.wizards.com/d20. maintain that backing down when Corsignis has not (and
This material is protected under the copyright laws of the United States of likely will not) is a sign of weakness that they can ill afford.
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of The net effect is that traffic into Pinett is painfully slow,
Wizards of the Coast, Inc. This product is a work of fiction. and people who live on the planet and rely on the spaceports
Any similarity to actual people, organizations, places,
for their livelihood are beginning to suffer. A group of locals
or events is purely coincidental.
calling themselves the Pinett Freedom Force has decided to
peacefully protest the blockade. This protest originated with
their leader, a Rodian named Daetan Taakses, beginning a
very public hunger strike, and has progressed to the point
where the protesters walk back and forth across any empty
www.wizards.com www.starwars.com landing platform, allowing only ships that are not associated
with either Corsignis or Jon-Tow to land.
HUNGER
HUNGER
is with Corsignis and Jon-Tow. They see that which is clos-
est to them—the protesters who are slowing down traffic Pinett is a small moon, even as moons go, so the sight
and preventing some of the most reliable sources of income of several dozen ships in orbit around it strikes you as
more than a little odd. Your comlink hisses to life.
(the Corsignis and Jon-Tow ships) from landing. They are,
“Unidentified vessel, this is freighter Nosh vu’Ta of
as would be expected from people dealing with economic the Corsignis line. Please enter orbital pattern gamma
strain, looking for somewhere to vent their anger. Daetan above Pinett and await further instructions. Moonside
Taakses, for all his peaceful intentions, is about to become a may not be safe for landing, so please hold.”
target for their collective rage. And it’s happening just as Seconds later, your comlink hisses again and a
the heroes arrive on Pinett . . . different voice, raspier, speaks.
“Unknown ship, this is command wing Herriar, Jon-
Getting the Characters Involved Tow private security. Pinett requires security clearance.
There are always deliveries to be made, favors to be repaid, Please enter into orbital pattern delta. Do not enter
and blockades to be run. Depending on your group, you orbital pattern gamma. All ships in orbital pattern
gamma will be shot.”
might consider one of the following reasons for the heroes
No sooner does the communication end than the first
to be approaching Pinett. voice speaks once more.
As couriers for the Empire, the heroes are making a clan- “Unknown vessel, disregard Jon-Tow commands,
destine delivery to one of the senior members of the Pinett orbital pattern gamma is safe. Orbital pattern delta is
Freedom Force: Daetan Taakses’s nephew, Oryel Taakses. on military hold, and Jon-Tow lasers malfunction more
Oryel is an Imperial informant on Pinett, and his personnel than taun-tauns stink.”
file indicates that the only loyalty he has that is stronger “Nosh vu’Ta will cease communication on Jon-Tow
than his ties to the Empire is his loyalty to his family. He is channels!”
particularly fond of his uncle Daetan, whose values he cites “Herriar will cease harassing ships en route to
as a major reason for his own willingness to attempt to orbital pattern gamma!”
maintain order in this portion of the galaxy so far removed
from the Imperial center. When his uncle appears to be in
The Herriar and the Nosh vu’Ta will continue this for as
danger, Oryel asks the heroes to do him—and the Empire—a
long as the heroes let them, or until you get tired of it. The
favor and help to maintain order.
heroes can elect to pull into orbital pattern gamma (to wait
As agents for the Rebellion, the heroes are bringing
for the Nosh vu’Ta) or orbital pattern delta (to wait for the
supplies to the blockaded families. Their contact is none
Herriar). They can also elect to bypass the orbiting ships
other than Daetan Taakses. While he is not eating as part of
and head for the surface, toward the landing platform for
the protest, he believes it would be inappropriate to ask
which they have coordinates. If they’ve got a hotshot pilot,
others to do the same. He wants the people of Pinett fed. It
getting through the blockade and to the planet below will
is clear, from everything the heroes know, that Taakses is a
require some fancy flying, but it can be done. The following
good individual, a calming force in what might otherwise be
series of pilot checks allows them to slip past without going
a chaotic and dangerous place.
through an inspection at the hands of either the Corsignis
Another option: The heroes are attempting to smuggle
or the Jon-Tow captain.
contraband through a series of Empire-controlled systems. A
recent brush with Imperial forces left their ship crippled, and
Pilot Checks
Pinett was the nearest locale with a suitable spaceport. In
1. DC 15 to accelerate into the orbiting haze of ships.
order to get their ship safely out once they’ve docked, they
Failure indicates the heroes must pull up outside the
need to calm down the locals.
outermost orbit and allow themselves to be escorted to
Any of these means, or one of your own devising, even-
either gamma or delta (roll randomly)
tually brings the heroes to Pinett and introduces them to
2. DC 25 to weave through the orbiting ships. Failure
the adventure. The tense situation quickly becomes clear,
indicates the heroes fly too close to another ship’s
and they find themselves mixed up in something much
exhaust and burn out a sensor array, making naviga-
bigger than they’d expected. The general motivations above
tion impossible; they must wait to be escorted to either
can be modified to fit any era (there are always smugglers
gamma or delta (roll randomly)
and spies and humanitarian efforts to be made), and you
3. DC 28 to avoid running into a huge freighter in a low
should feel free to modify them to suit the needs of your
orbit. Failure indicates the heroes are caught in the
campaign.
freighter’s tractor beam, then ionized (5d10 x 2 points
of damage)
Scene 1: Inspection 4. The heroes are chased by two hotshot pilots, one Jon-
Whatever the reason for the heroes’ approach to Pinett, the Tow and one Corsignis. Each has +20 to Pilot checks,
sight of the dual blockades ringing the planet should come and each can take 10, even under stressful conditions.
as a shock to them. None of their contacts on the moon Pulling ahead of either of the two by three range incre-
have been communicative lately, and their instructions were ments beyond starting distance breaks off the pursuit.
to arrive, go about their business, and leave. It appears that Note: Diving for the ground and leading the fighters
arriving will be only the first of their challenges. over populated areas may be grounds for a Dark Side
Point, if it puts innocents at risk.
Boarded! In the absence of information to the contrary, the port
If the heroes submit to an inspection, then either the crew of workers have assumed that the heroes’ ship is something
the Herriar or the crew of the Nosh vu’Ta send a scanning special. After all, Taakses doesn’t meet most of the ships
crew aboard, do a quick once-over of the ship and its mani- that land here; in fact, he doesn’t come out much at all
fest, and leave. They don’t really care what’s being because of his lack of popularity with certain locals. He and
transported—only that it’s not the property of the other side. his companions are somewhat overmatched by the assort-
Roleplay/information points for this scene: ment of thugs who want nothing quite so much as to do
• The scanning crew knows about the problems on the him harm. The port workers believe that, without Taakses,
planet and are more than happy to be in orbit. The the moonside problems would end, ships would land once
people down on Pinett are not thought of highly by more in vast numbers, the economy would rebound, and all
either Jon-Tow or Corsignis employees, and are viewed would be right on Pinett again. But since Taakses won’t end
as reactionary dolts who can’t appreciate the good that his hunger strike or call off the Freedom Force, the port
the corporations have done them. workers have decided that he must be killed.
• Communications with the Jon-Tow ship (Herriar) are The real difficulty for Taakses is that he is a pacifist. He
brusque. The captain refuses to give his name (he’s had doesn’t want to fight, and he’s commanded his entourage
too many of his own superiors come through on of four members of the Pinett Freedom Force not to fight,
“surprise inspections” and berate him for a lack of even if attacked first. They scramble for cover and attempt
professionalism), but he does clarify that the “military to keep themselves alive, but Taakses has been very clear:
security” on Pinett is not of Pinett’s doing, and is in Fighting only shows that the Freedom Force is willing to use
place for the “protection of the moon and her people.” violence to accomplish its ends, when nothing could be
• The Corsignis ship Nosh vu’Ta (Huttese for “We profit”) further from the truth. It is, in his words, “Better to die
is much more polite. Corsignis is not affiliated with the doing what is right than to live doing what is wrong.” Thus,
Hutts but does admire some (though not all) of their no combat stats are provided for Taakses or his entourage,
business practices. The name is part homage, part joke, though they should all be treated as Experts or Diplomats
since the Corsignis Property Alliance is very intent on of varying levels, with Defense of 14 and 12 WP.
obtaining credits, but also tends toward humanitarian The port workers are thugs; there are two for each hero
concerns (DC 15 Knowledge [galactic economics or an present.
equivalent skill] check to recognize the Corsignis name Port Workers (2/hero): Thug 9; Init +1 (+1 Dex);
and know their reputation). Defense 14 (+1 Dex, +3 class), Flat-footed 13, Touch 14; DR
• Neither the captains nor the scanning crews have any 2; Spd 10 m; VP/WP -/18; Atk +11/+6 melee (2d6+2,
interest in bribes. If they were that concerned about vibroblade) or +11/+6 ranged (3d6 or DC 15 stun/19-20,
money, they’d be shipping goods rather than sitting in blaster pistol); SQ none; SV Fort +7, Ref +4, Will +3; SZ M;
orbit. They want to stop the other group from profit- DSP 3; Rep +2; Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 9.
ing, and each is willing to sacrifice its own prosperity Challenge Code D.
to hurt the other. Equipment: Blaster pistol, vibroblade, blast helmet and
• The purpose of the blockade, according to either the vest.
Corsignis captain or a Corsignis scanning crew: “The Skills: Intimidate +5, Jump +4.
Jon-Tow consortium has profited for too long from the Feats: Armor Proficiency (light), Improved Critical (blaster
exploitation of the common folk of this system. They pistol), Toughness (x2), Weapon Focus (blaster pistol),
004 want to control all the trade through Pinett, and if Weapon Group Proficiencies (blaster pistols, simple
they do, they will be able to dictate how much they weapons, vibro-weapons).
pay in docking fees. Knowing them, they won’t pay
any, and Pinett will be bled dry. We, on the other hand, All targets should be able to scramble for cover when
want to establish primary control in order to keep they see the port workers approaching with blood in their
Pinett prosperous. It’s a good location.” eyes. Everyone but Taakses calls for help; the Rodian simply
• The purpose of the blockade, according to either the closes his eyes and apparently begins to meditate.
Jon-Tow captain or the Jon-Tow scanning crew: It is possible to reason with the port workers, bribe them,
“Corsignis is greedy and wishes to put all smaller busi- or use Force skills to dissuade them from violence. Fighting
nesses out of the system. We are small, but we are is far from the only option. If it seems that your heroes are
angry. They will not take Pinett from us. We live in the not inclined to protect the helpless innocents, feel free to
system, while they only come here to trade. We want have the port workers (who are disgruntled and irrational to
them gone from our home.” begin with) decide that these off-worlders are in league
with the Pinett Freedom Force, and open fire on them. One
or more of the heroes should, however, recognize Taakses
Scene 2: Insurrection (DC 10 Spot check) or his nephew as their contact, and do
On arrival, the heroes are greeted by a delegation from the
what they can to keep the Rodians and their allies alive.
Pinett Freedom Force. Either because he is expected to meet
the heroes, or because he is escorting his nephew to meet
them, Daetan Taakses is with the delegation. As soon as he Scene 3: Interruption
HUNGER
begins to greet them, however, a group of disgruntled port The variety of obstacles to landing on Pinett have led
workers decide to vent their frustrations. (perhaps predictably) to a completely separate problem. Not
005
HUNGER
long after the port workers are dealt with by whatever preventing the crash. Use the DCs provided for the options
means the heroes select, a distress call comes in from one of above as a guide in whatever the character choose to do.
the other landing pads. A small group of members of the
Pinett Freedom Force, who have been sitting on the pad to
keep ships from using it to land, is in trouble. The pad in
Scene 4: Intervention
Once the heroes have demonstrated their ability to solve
question, A-13, has what was believed to be a nonfunction-
different kinds of problems, Taakses takes a long look at
ing tractor beam positioned directly beneath it. In
them. He begins a conversation in which the following
attempting to make the pad even more useless, the Freedom
information is communicated to the heroes. Don’t feel obli-
Force members tried to raise the tractor beam’s main hous-
gated to read the shaded text aloud word for word; instead,
ing to block access. Unfortunately, they managed to
work it into the conversation in a more natural manner.
activate the beam and yanked one of the Jon-Tow
freighters out of orbit. It is now heading directly for the “You acquit yourselves well, in difficult circumstances. I
moon at a rate of speed high enough to kill the crew upon fear that the attack you witnessed on your arrival and
crash landing—and to make a crater out of the half kilome- the subsequent problem will not go away. There are a
ter around A-13. To make matters worse, the pilot was number of port-hands who will not stop until our
knocked out when the freighter was yanked from orbit, and peaceful protest is ended. I know that you may not
the life support systems have gone offline. agree with what we do, but it is necessary. Something
The main problem is with the old tractor beam itself. The must change. We will not be pawns in a game played
circuits and gears that are its guts have begun to degrade, by Corsignis and Jon-Tow. The danger to us must end.
and small creatures have chewed through the lining of the There must be peace. Can you help us?”
power cables. The last time it was used was twenty or more
years ago (during the Clone War), and in that time, enough Tailor the request as needed according to what might moti-
wires have gotten crossed that when the tractor beam acti- vate the heroes (as noted in Getting the Characters
vated, it found the largest orbiting ship and began to pull it Involved). The plea for help might come from Daetan or
straight down. even Oryel. In either case, make it clear that (a) the individ-
uals the heroes are working for would want the situation on
Heroic Choices Pinett resolved, or (b) the heroes will have a very difficult
Rather than prevent the Jon-Tow freighter from crashing, time leaving Pinett if a resolution is not reached.
the heroes might simply decide to return to their own ship This encounter can proceed in several different ways,
and leave Pinett. Taakses, of course, begs for help. Lives will depending on whether the heroes are inclined toward
be lost if something isn’t done. Note that whatever their combat or negotiation.
affiliation, it’s not in the best interest of the heroes to let
Pinett be smashed by this ship. The Empire wouldn’t be Itching For a Fight
happy to lose an operative like Oryel Taakses, nor do they The port workers are under the leadership of a man named
wish to risk alienating the residents of Pinett, which has a Jaeth, a Human smuggler whose business has been hurting
strong strategic position that could prove useful in the something fierce of late. Jaeth’s lieutenant is a young Duros
future. Heroes on the side of the Rebellion should need no named Looca B’Nash. Looca is very quiet, and not much is
other incentive than to do what is right. known about him. His Force-sensitivity is one of the reasons
Once spurred to action, the heroes can head for the source Jaeth keeps Looca so close; having a Force-sensing ally has
of the problem – landing pad A-13—and try to disengage the served him well. Between Jaeth, Looca, and their guards,
tractor beam. The housing itself is shielded (it has to be, or the heroes would have quite a fight on their hands. There
hostile ships being brought in would simply blast away at the are always 1d6+3 guards with Jaeth and Looca (each is a
tractor beam until they got free), but it’s accessible manually. low-level outlaw, as detailed in Chapter 14 of the revised
The housing can be breached physically (100 WP, Hardness core rulebook).
10) or with a DC 32 Disable Device check to bypass the secu- If the malcontents among the port workers are put down,
rity. Once this is accomplished, the heroes can disengage the Taakses can devote his energy to resolving the conflict with
tractor beam with a DC 25 Disable Device check. Once the the Jon-Tow and Corsignis groups, and with his diplomatic
signal shuts down, life support kicks in, and the co-pilot skills, he can arrange a suitable resolution.
wakes up enough to bring the freighter out of its dive.
Another option is to try to board the runaway vessel and Jaeth, Human Male: Scout 5/Scoundrel 6; Init +7 (+3
regain control of it. A hero who gets to the ship’s controls Dex, +4 Improved Initiative); Defense 19 (+6 class, +3 Dex);
can stop the descent with a DC 20 Pilot check. But time is Spd 10 m; VP/WP 68/13; Atk +7/+1 melee (DC 15 stun,
short. There are only 20 rounds in which the heroes can get stun baton) or +11/+6 ranged (3d8+1 or DC 18 stun, +1
their own ship started again (6 rounds), accelerate upward mastercraft heavy blaster pistol; SQ skill mastery (demoli-
to meet the descending vessel (6 rounds, minus 1 for every tion), uncanny dodge (Dex bonus to Defense), trailblazing,
5 points above 20 on the Pilot check, to a minimum of 3 heart +1, extreme effort, illicit barter, lucky (2/day), precise
rounds), dock (DC 15 Pilot check and DC 18 Computer Use attack +1, DR 3; SV Fort +6, Ref +11, Will +6; SZ M; DSP 2;
check over the course of 2 rounds), and get to the flight FP 2; Rep +2; Str 10, Dex 16, Con 13, Int 12, Wis 8, Cha
deck. It won’t be easy. 16. Challenge Code E.
Of course, the heroes also might try to blast the freighter Equipment: Stun baton, +1 mastercraft heavy blaster
out of the sky or come up with some other means of pistol, blast helmet and vest.
Skills: Astrogate +5, Bluff +15, Computer Use +10, have solely to spite those of us who want to make the
Demolition +18, Disable Device +15, Escape Artist +13, lanes onto and off their moon more accessible.
Gamble +3, Gather Information +13, Hide +17, Knowledge • Neither Jon-Tow nor Corsignis ships food or other
(Streetwise) +5, Listen +3, Move Silently +18, Pilot +7, necessities to Pinett. Other contractors do this. We
Search +7, Spot +2. cannot and will not stop searching every ship we can
Feats: Armor Proficiency (light), Cautious, Dodge, to ensure that Corsignis is not bringing his goods here.
Improved Initiative, Iron Will, Point Blank Shot, Skill
Emphasis (Demolitions), Weapon Focus (Heavy Blaster (If this position doesn’t sound wholly rational to the
Pistol), Weapon Group Proficiencies (blaster pistols, blaster heroes, that’s because it isn’t. Both Corsignis and Jon-
rifles, simple weapons). Tow have dug their heels in and won’t move until the
other moves. A DC 25 Diplomacy check with appropriate
Looca B’Nash, Male Duros: Force Adept 11/Noble 1; roleplaying allows Kurakk to present his “acceptable”
Init +0; Defense 17 (+7 class); Spd 10 m; VP/WP 83/12; Atk solution:
+7/+2 melee (1d4-1, knife) or +8/+3 ranged (3d6 or DC 15 • A trade agreement must be signed between Jon-Tow
stun, blaster pistol); SQ favor +1, bonus class skill and Corsignis, specifying cargo volume that can move
(Intimidate), Force weapon +1d8, comprehend speech, Force through Pinett in a given Galactic Standard day, week,
talisman +2 (not included in saves below), Force secret month, and year, based on carrier.
(Improve Force Strike); SV Fort +6, Ref +6, Will +11; SZ M; • This trade agreement must allow the carriers equal
DSP 2; FP 7; Rep +6; Str 8, Dex 10, Con 12, Int 16, Wis 15, cargo volume, with a 5% margin of error.
Cha 16. Challenge Code F. • Trade volumes must be tracked by an independent
Equipment: Knife, blaster pistol. group. (He does not specify a group. Taakses and the
Skills: Craft (weaving) +5, Handle Animal +7, Hide +5, locals on Pinett would qualify, as would the heroes
Intimidate +12, Knowledge (Force traditions) +7, Knowledge themselves, if they wanted to do a lot of bookkeeping
(Bureaucracy) +8, Listen +7, Sense Motive +7, Spot +7, on the side. The obvious choice should be Taakses,
Survival +7. though.)
Force Skills: Affect Mind +16, Battlemind +7, Enhance
Ability +7, Force Grip +12, Force Strike +18, Heal Another The Corsignis representative is a Human female named
+8, Heal Self +12, Illusion +19, See Force +11. Nari Beksen (Will save +10) who looks to be in her early
Feats: Force Sensitive, Frightful Presence (DC 23 to save), forties. She has a harsh, gravelly voice and tends to grind
Heroic Surge (3/day), Infamy, Skill Emphasis (Illusion), her teeth when she isn’t talking. If presented with the first
Spacer, Weapon Group Proficiencies (blaster pistols, primi- option—what Jon-Tow treats as ideal—she laughs. A lot.
tive weapons, simple weapons). Her counter:
Force Feats: Alter, Control, Force Mind, Improved Force • Jon-Tow are nothing but troublemakers who are using
Mind, Mind Trick, Sense. the threat of violence to force legitimate businesses
out of the system. (There is, of course, no implied
Let’s Talk It Out threat of violence from Jon-Tow. She’s just hearing a
The other general path the heroes could choose is media- threat where none exists.)
tion. There are high-ranking members of both the Jon-Tow • As long as Jon-Tow remains, the blockade remains.
and Corsignis groups in orbit. If the heroes saved the Jon- • The pirates and smugglers are a threat to the citizens
006 Tow ship, a meeting would be easy to schedule with their of Pinett. They are the ones who are responsible for the
Captain-in-Chief. food shortages. We do not turn away any ships other
than Jon-Tow ships.
Mediation starting with the Jon-Tow
The Captain-in-Chief of the Jon-Tow forces surrounding She stops just short of saying the Pinett citizens are respon-
Pinett is a Trandoshan named Kurakk, large for his species sible for their own misfortune, though it’s clear she believes
and slightly past middle age. Kurakk has a reputation for it (DC 15 Sense Motive check to understand her
brutal honesty—and sometimes, just plain brutality. That, subtext/body language). If she is presented with the
however, was a younger Trandoshan, and he’s mellowed compromise solution first, it takes a bit of convincing (and
over the years. He doesn’t like what’s being done to a DC 20 Diplomacy check), but she agrees that the option is
Pinett, but he doesn’t feel he can back off unless the acceptable. From that point on, it’s just a matter of
Corsignis group backs off, too. He has an ideal solution hammering out details, and that’s something both parties
and an acceptable solution. The ideal solution is what he are willing to assign staff to work on. They are also willing
proposes to the heroes upon first meeting them. The only to accept ongoing mediation, either from the heroes or
stat that may prove particularly relevant for Kurakk is his from the residents of Pinett.
Will save (+11).
Kurakk communicates the following information to the Mediation starting with Corsignis
heroes: Nari Beksen’s initial position does not change, and it takes a
• I want Corsignis gone. They’re a blight on the system. DC 30 Diplomacy check, with appropriate roleplaying, to get
• As long as Corsignis remains, the blockade remains. her to present what essentially amounts to the compromise
HUNGER
• It would be in the best interests of the citizens of position put forth by the Jon-Tow above. From there, the
Pinett to stop interfering with what little traffic they back-and-forth is much the same as above.
007
HUNGER
track of the comings and goings of the two groups. The
Wrapping Up blockade is down, and the hunger—both the real, physical
To some extent, the most important aspect of this adven-
hunger of the citizens of Pinett, and the hunger for
ture may be what happens after the official “goal” has been
power on behalf of both the Jon-Tow and Corsignis
met. There are times, though, when a hero has to go above
groups—has abated.
and beyond the parameters of the mission, in order to do
At least, for now . . .
what is right. Doing what’s right is not just its own reward,
either. If the heroes did a particularly good job mediating
the dispute, they may be rewarded with honorary positions About the Author
among the Jon-Tow, Corsignis, or Pinett groups, and called Morrie Mullins is a psychology professor who saw Star Wars
upon at later dates. Deniv Corsignis, for example, is a good in theaters in 1977 and fell hopelessly in love. He began
individual to have on one’s side, and a group of smugglers playing roleplaying games in elementary school and started
as organized (if sometimes obstinate) as the Jon-Tow can writing for the RPGA in 1999, culminating in a two-year
be a real boon. stint as Plot Director for the Living Force campaign. He has
Whether the intervention of the heroes was combative written over 20 modules for the RPGA and contributed
or diplomatic, the Pinett Freedom Force is grateful for the extensively to the Living Force Campaign Guide. Currently,
assistance, and the people of Pinett are out of danger. he teaches and does research during the day, does freelance
The Jon-Tow and Corsignis groups come to an arrange- and other writing at night, and is firmly convinced that
ment, and someone will make a decent living keeping sleep is a crutch.