SWRPG - GCG We 1
SWRPG - GCG We 1
SWRPG - GCG We 1
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Adventure Hook fled, but supposedly abandoned apartment pod complexes
Bothan Courier Found Dead: Quantill City, Ando— still shelter terror-stricken citizens hoping the Yuuzhan
Starport security forces today discovered the body of a Vong menace passes them by. Thus far, the process has
Bothan in the labyrinth of alleyways behind the Starfarers bogged down as security forces go door to door seeking
Club. Bothan diplomatic officials in Quantill City quickly refugees and restraining those insane with fear.
claimed the corpse, identifying it as Fenn Sei’nel, a minor
functionary at the Bothan consulate. Although authorities Apartment, Standard
believe the Bothan served as a courier, they found no data Ordinary urban dwellers live in simple quarters packed into
recording devices on his body. The Bothan consul decried towers, blocks, pods, or caverns crowded with apartments.
city security forces as inadequate to protect offworlders These locations provide basic necessities for a low rent
patronizing upscale nightclubs from the planet’s more charged by the week or month (those seeking shorter-term
unsavory populace. lodgings can pay for hotel rooms). Many who live in these
accommodations spend as much time away from their
Apartment, Cheap cramped quarters as possible. They frequent clubs, cantinas,
Many of the galaxy’s simple laborers and lower-class citi- shops, plazas, and other public places offering more space
zens inhabit quarters crammed into apartment blocks in and greater diversion, returning to their apartments only
densely populated urban areas. These one-room hovels when necessary to sleep.
provide the basic necessities for living: bed, autogalley,
fresher, and storage space. Landlords rent them monthly, Description
weekly, and even on a daily basis depending on the tran- A typical apartment consists of a living room, sleeping quar-
sient nature of the tenant, charging 25 to 50 credits per ters, and a fresher. Part of the main room includes an
day, depending on the quality of neighborhood and general autochef or small galley where the inhabitant can prepare
condition of the apartment block. simple meals. This chamber contains a few pieces of furni-
ture where one can relax (such as a couch, table, and chair),
Description a storage unit (perhaps a locker, shelves, or a cabinet), and
Cheap apartments rarely consist of more than one room, an intercom panel mounted near the door. Most apartments
with a single entrance to an access corridor. Only tenants provide computer and power ports to plug data devices into
renting outer rooms have viewports looking over the a larger network and recharge equipment. The autochef
surrounding area. Most apartments provide basic furnish- often hides behind a fold-down table used for meals. Bright
ings: a chair, a table that retracts into the wall, and a bed overhead luma panels illuminate the apartment. In some
that might also serve as a couch. Sometimes bed units are units, narrow viewports offer a source of natural light and a
set into the walls, with a pull-down screen offering some glimpse of the outside.
privacy. Other wall surfaces contain doors to small storage The sleeping chamber contains one or several beds,
lockers. Some cheap apartments include a private fresher depending on the number of inhabitants. Some berths fold
station built into a corner, though many share a common into alcoves when unused to provide additional living space.
fresher on the same floor or pod. A basic autogalley Storage cabinets set into the walls hold personal belongings,
mounted in one wall offers the tenant a means to prepare clothes, and gear. Larger apartments may contain additional
simple meals and store a small amount of perishable bedrooms. The fresher provides basic sanitary facilities.
foodstuffs. Inhabitants decorate their apartments according to their
means, lifestyles, and taste in decor. Since such apartments
Special Game Rules serve as temporary quarters or basic living accommodations,
Apartment blocks stack these units into whatever space is tenants rarely invest hard-earned credits in improving their
available, making sure tenants can reach their unit through surroundings.
a labyrinth of turbolifts, stairways, and corridors. These
narrow passageways offer little cover. Circumventing the Special Game Rules
electronic locks sealing the doors takes a Disable Device Tenants access their apartments through a main complex
check (DC 15), and the doors themselves have damage lobby, stairs, turbolifts, and smaller corridors. Individual unit
reduction 10, wound points 20, and require a DC 30 entry hatches have damage reduction 10 and 24 wound
Strength check to break down. Few tenants bother to keep points. Electronic locks requiring passcodes or card-swipes
their apartments in good condition, especially if landlords provide some security; circumventing these measures requires
don’t care. Trash cluttering apartments often spills out into a Disable Device check (DC 15). A control panel to one side of
the corridors. the door contains the electronic security lock, buzzer button,
and an intercom control to communicate with the inhabitant.
Adventure Hook The companion control panel inside opens the door, allows
Authorities Evacuate City Apartment Pods: Il Avali, tenants to communicate with guests outside, and provides
Druckenwell—In the face of the advancing Yuuzhan Vong basic comm service to the surrounding area.
menace, Il Avali authorities announced the forced evacua- Rents vary on the affluence of the locale, services
tion of factory workers in that city’s southern labor district. provided through the apartment complex management, and
Security personnel face a difficult task. Some have already the apartment size. A typical single-inhabitant unit rents for
150 credits per week or 600 per month. Those in more impulse needs for food, souvenirs, and other amenities.
prosperous or secure neighborhoods can range higher: 300 Tiered seating offers everyone a good view, though special
credits per week or 1,200 per month. boxed seats or pavilions offer comfort and prestige for
important spectators and officials. Technically minded
Adventure Hook venues use immense vid-screens mounted above the audi-
Live in Resdall Towers’ Secure Comfort: Make your ence to focus on or highlight replays of outstanding action.
home in one of Coruscant’s newest mass residential neigh- Event participants enter the service warrens through a
borhoods. Resdall Towers offers safe, affordable apartments security portal. Several hatches lead from prep chambers
for commoners working in the galactic capital’s service onto the main arena floor. Trapdoors in the surface some-
industries, maintenance levels, and administrative offices. times hold surprises for participants: retractable obstacles,
Enjoy an apartment with a fully furnished living room, antigrav fields, pitfalls, beast cages, or apparatus for state
galley alcove, sleeping berth, and fresher for a monthly rent executions.
of only 2,000 credits (plus taxes, deposits, and maintenance
dues). Skylight shafts ensure that every unit has a view. Special Game Rules
Convenient speeder platforms on many levels offer access to Unless the arena floor intentionally contains obstacles
public transport. Our entry lobbies screen residents and visi- suited to the event, it offers little cover. The surface some-
tors, ensuring everyone’s security. We’re only minutes away times provides an impromptu weapon. Tossing or kicking
by airspeeder to major shopping hubs, commercial plazas, sand into an opponent’s eyes requires a successful attack
and government offices. Come visit us and find a home in roll and blinds the adversary for the following round (for
Resdall Towers. rules on blinded characters, see the Character Condition
Summary in Chapter 12 of the revised core rulebook). In
Arena most combat arenas, heavy, locked doors (damage reduction
Most cities construct arenas in which to host sporting 10, wound points 120, DC to break 35) prevent participants
events. These stadiums consist of large open areas enclosed from escaping back into the service areas. Climbing walls
by seating for spectators, often built up into imposing into the grandstands requires a Climb check (DC 25),
structures or carved out of a natural depression or rock though obstacles embedded in the barrier may hinder the
formation. Separate portals allow entrance for event partici- situation, requiring Reflex saves ranging from 10 to 25,
pants and audience members, with controlled access to depending on the density of the hazard placement. Escape
ensure security and collect admission fees. A labyrinth of frequently entails defeating a foe on the arena floor.
corridors, chambers, and other facilities sprawls beneath the Beyond that, one is often at the mercy of the arena
bleachers, sometimes extending beneath the arena surface. operators.
These provide space to house beast cages, armories,
dungeons, repair bays, repulsorlift garages, barracks, Adventure Hook
management offices, and training courts, depending on the Test Your Combat Prowess: The Galaxy Gladiator
arena’s primary entertainment profile. Depending on the Federation seeks mercenaries, pirates, professional soldiers,
era, region, and culture, entertainment varies from sports and other warriors to fight for sport and amusement at the
games between two teams, races, grand theatrical pageants, Downport Arena. Prove your worth against beastly and
and exhibitions of military prowess to gladiatorial competi- sentient opponents in an open arena or an obstacle-strewn
tions, beast baiting, and state executions. hunters’ environment. Thrill to the cheering crowds,
004 The Mos Espa Podrace arena from The Phantom Menace enhance your reputation, and win thousands of credits in
and the Geonosian arena from Attack of the Clones serve as prizes and holovid contracts. The Galaxy Gladiator
examples of this kind of facility. Federation assumes no responsibility for death, dismember-
ment, or other injury. We recruit volunteers only.
Description
An arena consists of a large, bowl-shaped space; the bottom Barracks
of the bowl serves as the main entertainment floor, while the Military forces often house troops in barracks, chambers
sides contain vast rows of spectator seating. A high wall sepa- designed to accommodate entire units and their personal
rates the arena floor from the audience. For stadiums hosting gear during off-duty times. These chambers vary in size,
violent events, this barrier includes measures to protect spec- depending on the space afforded to them and the number
tators from event participants: deflector shields, razor spikes, of people in the unit requiring housing. Rows of bunk
shock studs, and stun grids. Depending on the sport, the main berths dominate barracks. Several open avenues allow easy
floor may remain clear, marked with boundaries for games or passage from the main entrance to individual bunks. Most
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races, or flooded for aquatic activities. For more challenging beds remain open, though some units provide retractable,
combat events, obstacles might block the participants’ line of lightweight privacy screens. Berths usually incorporate
sight but still allow a clear view for the audience. Simpler personal gear lockers below or next to the sleeping space.
arenas have no cover over the main floor, though awnings or Some barracks have stowage bins along outer walls, sepa-
roofs might protect spectators from the elements. Advanced rate from bunks. Most barracks have adjoining fresher and
arenas sometimes cover the entire space with a dome. mess facilities, some as simple as a single head unit and
Several entrances allow management to control the flow autogalley or as elaborate as a fresher bay and dining hall
of spectators, collecting admission fees and conducting with kitchen.
security checks. Concession stands cater to audience
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Description Special Game Rules
Barracks consist of a large, open chamber, frequently square Two Medium-size beings can traverse a catwalk side by side,
for convenient organization, though any configuration but only one can effectively fight in that space. People in
would suffice. Bunks arranged in rows offer places for the back might not have a clear line of sight to an attacking
troops to rest when off duty. Aisles between bunk rows foe ahead of them on the catwalk. Any Diminutive item
allow easy access so an entire unit can swiftly exit bunks, dropped on a gridded catwalk clatters around for a moment
grab gear, and head out the main hatch for deployment. before falling through. Anyone trying to grab the item
Since the inhabitants often stow their equipment in lockers before it slips through the grid must make a Reflex save (DC
and bins under, alongside, or near their bunks, even soldiers 15). Since open railings and even enclosed sides do not offer
caught off guard have their weapons within easy reach. As a much cover, anyone on a catwalk remains exposed to both
rear-area “safe” location, barracks rarely have more than two enemy Spot checks and ranged attacks. Anyone sustaining
exits into nearby functional areas and surrounding passages injuries during combat on a catwalk must make a Reflex save
(not including access to freshers or mess halls). (DC 10) to keep from falling over the railing, sustaining even
more damage from the fall below. A support strut has
Special Game Rules damage reduction 10, wound points 15, and a DC of 30 to
Bunk rows offer one-quarter cover (+2 cover bonus to break with a Strength check. If it sustains enough damage, it
Defense, +1 cover bonus on Reflex saves) to anyone firing severs from its attachment to the ceiling, columns, or other
from within them, but they also limit swift movement to the structures, and anyone on that catwalk span must make a
open aisles between rows. Berth units with retractable Reflex save (DC 20) to keep from slipping off and falling.
privacy screens do not offer any additional cover benefit,
but they give anyone concealing themselves within them a Adventure Hook
+2 bonus on all Hide checks. Orders from HQ: Militant Separatists have seized control
of a weapons manufacturing plant. They currently hold
Adventure Hook several key control rooms high above the assembly floor,
Orders from HQ: An Imperial scout outpost guards the accessible only by the network of maintenance catwalks.
entrance to Quvil Valley and its numerous mines. Under You must enter the facility, gain access to the upper main-
cover of darkness, you must penetrate scout patrols and tenance hatches, and fight your way through Separatist
security sensors and surprise the outpost troops in their snipers holding the catwalks. If you don’t eliminate the
prefab barracks unit. Capture or eliminate Imperial person- Separatists holding the control stations, they may cause
nel, and halt scout patrol operations before dawn so our irreparable damage to the assembly line or even ignite
main repulsorlift force can speed in undetected and take stores of volatile chemicals used for weapon power sources.
control of the mines.
City Street
Catwalk City boulevards vary widely according to the planet’s
Catwalks consist of networks of long, narrow metal grids or culture, technological advancement, and urban planning
plates that, with safety rails and support struts, allow philosophy. In most cases, streets primarily serve as byways
passage high above a docking hangar, factory, or other for vehicles, with pedestrians relegated to the sides along
industrial facility. They form a network of accessways the edges of city blocks (see above). Heavy ground, repul-
between service hatches, ceiling-mounted machinery, venti- sorlift, and pedestrian traffic often congest main
lation ports, gantry-docked vehicles, and overhead control thoroughfares. Secondary and tertiary streets contain
stations. They constrict pedestrian traffic to narrow ways for moderate traffic during regular business hours, usually
accessing restricted control or technical areas. Since they during daylight and early evening, but varying depending
aren’t designed for large loads, they can wear down their on the district and local time conventions.
supports and collapse if regularly traversed by large groups
of people or heavy equipment. Description
In The Phantom Menace, the battle between Obi-Wan City streets consist of a central vehicle byway, a corridor
Kenobi, Qui-Gon Jinn, and Darth Maul in the power generator along which ground and low-flying repulsorlift traffic passes,
complex takes place in part on wide catwalks without railings. with airspeeders zooming overhead along established flight
corridors. Bridges, clearly marked crossing zones, and access
Description tunnels allow people to pass from one side of the central
Meterwide catwalks run between essential locations in the travel corridor to the other. The space between the vehicle
loftiest levels of large, open facilities. Some cling to walls like byway and the pedestrian sidewalk hugging the city block
balconies, while others rely on struts hanging from the roof or contains transit areas for passengers and vehicles: parking
bolted into columns supporting the main structure. Some even spaces or garage entry/exit portals, air taxi stands, and low
anchor themselves to massive equipment that requires mainte- platforms for public transportation craft. Pedestrian walkways
nance. Solid sides or railings made from pipe rise no more than offer access to transit areas and businesses along city blocks.
a meter on each side of a catwalk to keep pedestrians from
falling off the edge of the long spans. Although some catwalk Special Game Rules
floors use solid metal plates textured for sure footing, most Crowds lining the pedestrian ways of a city street might
consist of grates that let personnel see through to the machin- become moderate obstructions (3⁄4 speed penalty)
ery below; these also allow small items to fall through. impeding swift passage.
Crossing the vehicle corridor without using designated 9 Air taxi pilot: An air taxi driver traveling on or
means (such as catwalks, crossing zones, or tunnels) often above the central vehicle byway slows down to
requires dodging landing or departing airspeeders or rapid- parallel the heroes’ course and yell from his cockpit
moving ground vehicles and a Reflex save based on the to ask if they want a lift. If they decline, he contin-
intensity of traffic (usually DC 15, though fast and heavy ues bothering them with reasons to travel by air taxi
traffic might require a DC 20 or even DC 25). Failure results (such as affordable fares, a knowledgeable guide,
can vary, from simply being knocked off one’s feet to and no questions asked).
getting hit full-on by a vehicle (damage may vary depend- 10 Vehicle breakdown: A malfunctioning ground or
ing on the size of the craft; see Ramming and Collisions in repulsorlift vehicle sits alongside the travel corridor,
Chapter 10 of the revised core rulebook for details). its pilot dejectedly staring into the maintenance
hatch, calling for aid on his comlink or begging
Spot Encounters passers-by for assistance. He may already have a
The bustling environment of a city street provides a rich tool kit out to wrangle with the craft’s innards, or he
setting for spontaneous encounters that can add atmos- might haggle about the price of a tow with the
phere to the location, a red herring for the plot, or a owner of a service vehicle.
momentary distraction. Pick one that best fits the situation
in your adventure, or roll 1d10 to generate a random Corridor
result: Corridors consist of narrow hallways that interconnect to
allow people to pass between various locations within
d10 Encounter buildings, starships, and other sprawling structures. In
1 Angry solicitor: A political agitator, religious loon, some cases, they are even wide enough to allow small
or loudmouth with an opinion hands out plasteel vehicles to pass.
tracts and verbally touts his agenda, singling out the You’ll find good examples of typical corridors in the
heroes as potential sympathizers or stereotypical Death Star scenes from Star Wars: A New Hope and the
examples of the ideals he opposes. Cloud City portions of The Empire Strikes Back.
2 Custodial engineers: City street-sweepers suck up
loose trash, hose down dirty sidewalks, and empty Description
garbage cans. Not only do these crews create Passageways are usually 2 to 4 meters wide and contain
racket, but in maneuvering around characters pass- lighting sufficient to illuminate the area for people passing
ing by, they might inadvertently hose them down or through. Floor covering depends on the facility; starship
swing a trash receptacle into their path. decks usually consist of textured metal or plasteel grillwork,
3 Eager shopkeeper: The proprietor of a nearby while floors in a posh office complex have lush carpets.
business attempts to entice the heroes inside by Corridors lead directly to primary locations (such as turbolift
talking up his wares or services and drawing banks, main reception areas, a starship bridge, and audience
unwanted attention to the characters. halls), and doors lead off corridors to secondary and tertiary
4 Fleeing criminal: A petty thief runs through the locations (such as control rooms, barracks, mess halls, and
crowd, pushing people out of her way and dashing meeting rooms). Signs posted at corridor intersections point
around obstacles. Perhaps she deposits a small to primary locations and sometimes give the passageway an
item on a character she “accidentally” bumps into alpha-numerical designation for organization and naviga-
006 for later retrieval. Security forces clumsily pursue her tion purposes.
some distance away. More practical facilities have storage compartments for emer-
5 Late commuters: Average workers dash for an air gency equipment or crew storage. Small service hatches allow
taxi stand or municipal transportation node from access to functional systems for maintenance and repair. These
entries into office buildings or apartment fixtures blend into corridor walls and may have basic security
complexes, possibly jostling the characters along features to protect them from unauthorized tampering.
the way or taking their seat on a waiting transport. Starships separate corridors from other areas with blast or
6 Lost tourists: Baffled offworlders stand in awe of pressure doors to prevent catastrophe in cases of rapid
the local architecture, consult voluminous maps, decompression. Controls for such doors are set into the
and bother heroes for directions. They annoyingly walls next to them.
attach themselves to anyone offering assistance,
even if told to go away. Special Game Rules
7 Pushy spacers: A confident troupe of spacers, Corridors contain sufficient lighting that, if several luma
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bounty hunters, or other transient offworlders panels go out, others provide enough illumination for basic
marches down the sidewalk, bumping into, harass- activity. A central life support station frequently monitors
ing, and picking a fight with anyone in their way. and powers lighting controls. Should all lighting in a corri-
8 Security patrol: Characters spot local security dor go dark, emergency lighting kicks in, illuminating the
forces in the process of patrolling the street, setting area in a dim or tinted glow that permits normal activity.
up a checkpoint, examining credentials of randomly Most corridor storage compartments and service hatches
stopped pedestrians, or investigating a recent crime. have mechanical locks that can be opened with a Disable
Security personnel might keep an eye on heroes Device check against DC 10 or simple electronic locks that
who don’t fit into the surroundings. require a Disable Device check against DC 15. Maintenance
007
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panels for sensitive or vital systems may be wired into a points restored per day, instead of the normal 1 per day).
larger security system, requiring a Disable Device check Those treating patients in such accommodations receive a
against 25 to open without triggering an alarm. +2 equipment bonus on their Treat Injury check when
Straight corridors offer little cover, unless someone can administering long-term care. The monitors, chemical ports,
squeeze into a recessed doorway or hide behind structural and resuscitation devices provide a +2 equipment bonus on
or decorative elements (such as columns, buttresses, or emergency Treat Injury checks made in hospital rooms on
windows), which afford one-half cover (+4 cover bonus to patients experiencing physical traumas, though devices in
Defense, +2 cover bonus on Reflex saves). Curved or twist- nearby wards provide greater assistance in treatment. One
ing passageways also offer one-half cover. day’s medical care in a standard hospital private room facil-
ity usually costs 300 credits.
Adventure Hook A hospital room’s sensitive equipment and monitors do
Orders from Central Command: Report immediately to not react well to blaster fire or other violent force. Blaster
Detention Block AA-23 to escort prisoner VAB-927 (Bothan) discharges into sensors automatically trigger patient status
through the facility to Docking Bay 28-C. Be aware that the alarms in the room and at a remote medic’s duty station,
base is currently under Code-Red security status due to an and set off the facility’s fire alert. If damage penetrates the
explosion in the engineering plant that may be the first gas and chemical ports (damage reduction 5, 5 wound
move in an enemy incursion to rescue prisoner VAB-927. If points), volatile elements could ignite, exploding and dealing
Central Command sounds the general alert, you are author- 2d6+1 points of damage to everyone in a 2-meter radius
ized to use deadly force to repel enemy forces and deliver (making a Reflex save against DC 15 halves the damage) and
the prisoner safely to the docking bay. activating alarms meant to monitor patient health and alert
personnel to fire or toxic chemical discharge.
Hospital Private Room
Unlike medical bays crowded with beds, surgical equipment, Adventure Hook
and rushing doctors, private hospital rooms offer quiet Orders from HQ: Starport security captured a notorious
refuges where patients can recuperate from their injuries in criminal today after a brutal firefight. We know that Severus
peace. Hospitals host entire wings of private recovery quar- Ryyvv, a notorious assassin, maintains links to a mysterious
ters, though military bases and capital ships also maintain crime syndicate operating in this sector. Unfortunately, he
such facilities for high-ranking patients. They contain basic was seriously wounded during the fight and treated at the
amenities for patients and visitors, medical equipment to starport central medical facility. Right now, he’s unconscious
monitor the healing process, and standby emergency appa- but slowly recovering from his wounds. Your team is respon-
ratus in case one’s condition takes a sudden downturn. sible for guarding his hospital room until he wakes up. Make
Luke Skywalker’s accommodations in the Echo Base sure he doesn’t walk out of there or cause trouble for the
medical quarters from The Empire Strikes Back typify a medics, but also maintain watch for any criminal elements
private hospital room. trying to rescue him. If we can’t interrogate him, we can’t
track down the larger crime syndicate employing him.
Description
Personal recuperation quarters consist of a single room with Maintenance Tunnels
a medical bed (sometimes set into a starship bulkhead as a Engineers in buildings and aboard starships use maintenance
berth) with a nearby wall of sensors to monitor the patient’s tunnels to access machinery, conduits, power couplings,
condition. A call-panel near the pillow allows conscious regulators, life-support apparatus, and other equipment.
invalids to summon assistance from the nearest medic’s These technical warrens allow mechanics to maintain factory
duty station. Several chemical ports with retractable injector machinery, repair damaged capital ship engines, and imple-
tubes allow staff to introduce pharmaceuticals or other vital ment security precautions for military bases.
fluids into the patient over time. A gas port and mask
ensure a constant flow of oxygen or other necessary atmos- Description
pheres to those with respiratory concerns. A panel of trauma Since maintenance tunnels must fit among larger machinery
response devices puts these important tools easily at hand and structures, they rarely exceed 1 meter in width and 2
should a patient’s condition rapidly worsen. The padded meters in height. Most accommodate smaller droids ideally,
bed, sheets, blankets, and pillow help maximize patient forcing larger beings to crawl awkwardly and work on their
comfort. A wall mount stores a datapad with one’s medical hands and knees. Some consist of round conduits, while
history and summarized sensor data compiled from the others have flat walls, floor, and ceiling. Those that climb or
monitors. An integrated hookup keeps the patient’s datapad descend have indentations, ladder rungs, or cables to better
linked with the central hospital computer. facilitate movement.
The rest of the room contains a locker in which to store Technicians access networks of maintenance tunnels from
personal effects, one or two chairs for visitors, a small private main hatches. Depending on the structure, these portals may
fresher unit, and a door leading to the outside hospital corri- enter the warrens from main corridors, regularly spaced access
dor. When possible, a window affords a view outside. panels, a central engineering station, or a sectional control
room. Unlike regular hatches, maintenance panels require a
Special Game Rules hydrospanner (typically found in a tool kit) to open; however,
Individuals in private hospital rooms attended by physicians basic security systems still have electronic sensors monitoring
heal at twice the normal rate (2 wound points or 2 ability access hatches so chief engineers can track progress.
Many tunnel networks seal sections off with interior Office
hatches that operate from nearby control panels or a remote Most workers conduct the galaxy’s day-to-day business in
monitoring location, such as an engineering station or simple offices. Small businesses maintain tiny offices in rear
security center. In emergencies such as fire, decompression, areas to track activity and maintain records. Other facilities
chemical leak, or flooding, these internal hatches seal shut keep offices for administrative concerns, including med
to prevent the danger from spreading. In some facilities, bays, laboratories, hotels, apartment complexes, warehouses,
sensors monitor portals leading to sensitive areas or junc- and docking bays. Corporate facilities maintain massive
tures of conduits. office blocks housing thousands of employees.
Since they aren’t part of the normally habitable area, Accessing office blocks requires one to pass through a
many maintenance tunnels have little or no lighting, heat, main lobby (see above) to reach turbolifts to various admin-
or other comforts. Technicians bring their own light sources istrative levels (unless one finds a way in through rear service
(glow rods or fusion lanterns) and dress warmly. Sometimes areas). Smaller lobbies on each floor help maintain security
local controls activate dim tunnel lighting to better facili- and direct visitors to the proper offices. Offices stand side-
tate movement. Junctures where several tunnels converge or by-side in rows accessible through corridors. During business
conduits with a convergence of important maintenance hours, office blocks bustle with employees, but after hours,
controls use lighting to highlight these areas. sensors and roaming sentries ensure security.
The systems accessible through maintenance tunnels Most offices consist of a single chamber that houses
depend on the region of the ship or structure through everything an employee needs to conduct business: a chair,
which they pass. Sometimes passages open up into larger a desk, and a computer console. The quality of furniture
spaces to allow for more comprehensive work. Most times, and assortment of accessories reflect the employee’s status
however, technicians access machinery through easily and the company’s wealth. Larger offices might contain
removed panels in the tunnel bulkhead or through open spacious windows, balconies, couches, freshers, conference
walls designed for quick repair access. areas, small bars, plants, and vaults for valuable items.
fire control coordination computer banks. I’ve heard noth- against DC 15 to physically open the door.
ing about the status of our VIP passenger in the deluxe Each of these difficulties can increase depending on the
stateroom, also sealed off by depressurized corridors. And facility’s security level.
if we don’t lock down a bleeding power coupling from the
port-side engine, we’re going to lose energy to life- Adventure Hook
support. Message from Snitchly Gritch: I tailed that courier just
You must find your way through the ship’s maintenance like you asked, and he disappeared into a small office block I
conduits to reach these isolated areas and link them with know Black Sun owns adjacent to one of its warehouses.
the rest of the ship before the enemy returns to board us. Only one room on the facade was lit, though I didn’t get a
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good view of anything—just wavering shadows and stuff. Special Game Rules
When he entered, the courier was carrying that datapad and A scrap heap presents plenty of hazards that can topple
a few datacards, just like you said, but when he left, he didn’t down on characters if destabilized. Successfully ascending
have them. A moment later, a thug from the offices tailed or descending a debris pile requires a Climb check (DC 20);
him down the street, no doubt trying to find out who he’s failure causes a shift in the scrap that sends some of it
working for. I don’t know how you’re going to get into that down on characters below. Falling debris deals 2d6 points
office, or why you’d want to—four Black Sun heavies guard of wound damage (or vitality damage on a Reflex save
the main door, and I’m sure they have sentries, sensors, or against DC 20). An entire pile of scrap avalanching onto
unleashed nashtahs wandering around the warehouse portion characters deals 4d6 points of wound damage (or vitality
of the building. The light’s still on in that office, but it’s damage on a Reflex save against DC 25) and requires a
getting dark, and I don’t think anyone inside’s going to stay Strength check (DC 30) to move to release anyone pinned
for very long. If whoever it is leaves, he’ll probably get into underneath. Anyone cut by filthy debris might contract an
that armored landspeeder parked outside with an escort of infection and must make a Fortitude save (DC 15) or lose 1
Black Sun thugs toting blaster rifles and bad attitudes. point of Constitution after an incubation period of 1d4
days. Once per day thereafter, they must make another
Scrap Heap Fortitude save or lose another point of Constitution (for
Many facilities employing machines stack their useless scrap details on disease rules, see Disease in Chapter 12 of the
into massive piles. Some heaps remain from ancient, revised core rulebook).
disused, or forlorn factories. Junkyards organize their Fuel cells and other power components may leak Level I
salvaged parts into piles, or simply leave the debris where it (Mild) radiation to infect others or ignite flammable materi-
is and pick over it as needed. Crashed starships or fallen als nearby.
orbital installations create wide debris fields that eventually Components sometimes leak slippery fluids into puddles
settle into piles after recovery crews, scavengers, or others in the spaces near scrap piles. Anyone trying to hustle or
have searched through the remains. Sometimes this debris run across slick fluid must make a Reflex save (DC 20) to
awaits meltdown at a remote installation or falls prey to avoid losing their footing.
scavengers looking to salvage useable components. Most Scavenging useful components from a scrap yard depends
times, it simply sits and rots in the elements. on several factors, including the nearby facility dumping
A single scrap heap might rise high, but eventually such a junk there, the amount of time material has deteriorated
large mountain reaches a peak and begins collapsing and from weather, and the proximity of other scavenging opera-
spreading out from itself. Sometimes one finds several scrap tions. As a general rule, one can find a useful bit of scrap
piles or a labyrinth of debris mounds. Scavengers, creatures, on a Search check against DC 30. Anyone with 5 or more
and occasional explorers forge paths among these heaps, ranks in Appraise, Repair, or Spot gains a +2 synergy bonus
allowing better access to individual piles or simply a trail on this roll; those with the Gearhead feat also gain a +2
through a vast junkyard. Even a single scrap heap offers aptitude bonus. Remember, however, that the nature of the
shelter and breeding ground for vermin. Sometimes bands scrap heap determines the likelihood of finding useful
of scavengers built nests, caves, shelters, or entire shanty materials. For example, characters are unlikely to salvage
towns (see below) from scrap so they can live close to their starship components from a droid junk heap.
source of material.
Adventure Hook
Description Orders from HQ: Members of Sybar’s criminal syndicate fled
A scrap heap consists of a pile of mechanical junk. our ambush earlier today and took refuge in a vast debris field
Depending on the source of debris, the heap can include several kilometers from the starport. We believe they’re holed
huge gears, pistons, droid parts, starship engines, hull plates, up there, awaiting transport off the planet. You must flush
burned-out generators, vehicle fuselages, building fixtures, them out of the scrap yard, but use caution. We suspect they
old control panels, and turbolift tubes. These jumbled might have recruited local scavengers inhabiting the labyrinth
masses of wreckage were piled with no concern for safety or of paths, tunnels, and mounds, and they might have set traps
stability. Loose metal sticks out at odd angles, wire tangles or retrieved weapons and supplies from hidden reserves there.
constantly pull at legs, and torn, blasted, or corroded edges Luckily, the piles of debris prevent any ships from landing
threaten to slice into flesh. within the scrap yard, but we don’t know where the vessel will
Junkyards consist of several scrap heaps. Untended debris set down or where the fugitives might leave their cover to
fields have a few trails through them, but they pose hazards make the rendezvous. If you don’t track them down before
from deteriorating and collapsing piles, smoldering fires, Sybar’s transport rescues them, his criminal syndicate will
leaking chemicals, and sometimes even radiation. Scrap reestablish its foothold in the starport and eventually exact
heaps tended by scavengers like Jawas or official entrepre- revenge on everyone involved in rooting him out.
neurs selling salvage maintain paths between piles clear
enough for foot traffic, landspeeders, and load lifters. Shop
Inhabited junkyards also include shelter serving as living Stores throughout the galaxy distribute a wide variety of
quarters, office, and storage areas for smaller components. products from manufactures to end users. Here, customers
More organized scrap yards separate similar components can browse wares, ask questions of knowledgeable clerks,
into piles, stacks, or rows, reducing the clutter and creating and purchase items. Shops vie for good locations with visi-
recognizable paths through the debris. bility to passers-by and access to speeder traffic. Some sit in
rows along streets, promenades, or passages, while others Rim-Bound Outfitters. Make your life easier with a droid
cluster in commercial plazas, courts, or arcades that attract from Industrial Automaton’s massive showroom. The
shoppers with the variety of stores. Colonnade features forty levels of stores, all centered
around a columned atrium with fountains and magnificent
Description gardens crafted by the Ithorian master Gm’uyal. A Brentaal
The shop wall fronting the boulevard outside offers a main Constabulary precinct station right in the facility provides a
entrance and a large viewport displaying wares. A sign safe shopping environment. If you need to buy something,
painted, carved, illuminated, or holographically projected you’ll find it at the Grand Colonnade.
near the door announces the establishment’s name and
advertises the kind of product offered. Inside the entrance, Turbolift
an attendant’s station provides a prime location where a Banks of turbolifts offer personnel passage among various
clerk stands ready to greet customers, offer assistance, and levels of apartment towers, factories, mines, military bases,
accept payment for purchases. Whether roaming around office high-rises, and capital ships. Larger versions can carry
displays or requesting goods at a counter, customers always freight, supplies, and small craft. Combined with lobbies,
fall under the watchful eye of store employees and, in some corridors, and other structural elements, they form an access
cases, carefully concealed security sensors. network that permits passage to any part of a facility.
Stores display wares in two ways: on the main floor and The best examples of turbolifts are those serving the
behind a counter. Floor displays show off products on easily Death Star in Star Wars: A New Hope.
accessible stands, platforms, wall racks, and bins, allowing
patrons to examine prospective purchases and choose what Description
they’d like. Stores selling mundane, nonrestricted items often A turbolift car consists of a 3-meter diameter cylinder
display items within easy reach of customers. More expensive accessed through a thick sliding pressure hatch. Interior
or restricted items often sit on racks behind a service luma panels provide light for the cab. Since passengers
counter, where a clerk stands more than ready to help spend only a few moments traveling in a turbolift, few
customers by retrieving requested items for their inspection. conveniences exist inside. Some serving luxury facilities
Military outfitters, medical apothecaries, and parts shops include a padded bench or couch, but most remain empty.
restrict access to their wares using this arrangement. The outer control panel at the turbolift bank calls lift cars
Holographic displays and interactive computer screens flash to pick up passengers. The interior panel allows users to
advertisements within the store and allow patrons to access choose the level to which they wish to travel. It also contains
inventory databases, specifications on particular equipment, an alarm button and an emergency intercom to communicate
or special-order goods. Rear areas include workshops that with a central command center during an operational crisis. A
offer technical services, stockrooms, and a small office for digital readout flashes different levels as they pass, with a
management personnel and security sensor monitors. A back pleasant “bing” sounding when the door opens and closes.
door offers access for deliveries directly into the storeroom. Lifts serving ground facilities often employ turbo motors
mounted along the sides to speed the cab along rails inside
Special Game Rules the lift tube. Some use magnetic field technology to propel
To prevent break-in and theft, most stores employ basic the car along rails. Older systems rely on antiquated line-
security measures. Doors to the outside have at least and-pulley systems powered by a motor atop the lift shaft.
damage reduction 10 and 36 wound points. Workers open Those serving installations in space often operate on a
0010 the store using passcodes or card-swipes to open electronic vacuum principle, opening vent ports to void atmosphere in
locks; circumventing these measures requires a Disable the direction in which the lift intends to travel, and filling
Device check (DC 20). In some establishments, unauthorized the opposite end of the tube with atmosphere drawn from
access triggers a silent sensor alarm connected with a the facility reserves. In both cases, internal acceleration
nearby branch of local law enforcement. Stores offering compensators keep occupants from feeling the stresses of
more valuable items may employ other measures (including rapid acceleration or deceleration.
more sensors and locked display cabinets) to further protect
their products. Those employing surveillance sensors to Special Game Rules
monitor customers provide a +2 equipment bonus on Spot A turbolift hatch has damage reduction 10 and 120 wound
checks for security personnel. points. The bulkhead has damage reduction 10 and 180
wound points. Prying open the sealed hatch from within or
Adventure Hook without requires appropriate levering tools and a Strength
Find Everything at the Grand Colonnade: For the ulti- check (DC 25).
QUICK LOCATIONS
mate shopping experience, visit Brentaal’s Grand Colonnade. Characters can fiddle with the interior or exterior controls
You’ll find a dizzying array of merchandise imported from to cause the turbolift or its sensor system to do something
around the galaxy by the Kallean League, a consortium of outside the parameters of its programming—such as report-
Brentaal Trading Houses. Massive Core Worlds chains stand ing a different destination or stopping between levels—with
next to small specialty stores and novelty shops. The a Disable Device check against DC 20, though doing so
Ithorian Florist brings rainforest greenery into your home. without alerting operations or security monitoring systems
Find trinkets from backwater Outer Rim worlds at the requires a Disable Device check against DC 25.
Tramp Freighter. The Diplomat’s Valet offers the latest fash- Those foolish enough to crawl out onto the top of a moving
ions from Coruscant. Try out the latest spacer gear at turbolift cab must make a Reflex save (DC 15) to maintain their
0011
QUICK LOCATIONS
balance. Anyone hanging onto the machinery underneath the Lighting styles vary depending on culture, decor, and
car must make a Fortitude save (DC 15) to keep their grip. ambiance, but most promenades have illumination along
Traversing the inside of a turbolift tube without the cab the railings, with frequent luma panels in ornamental
requires a Climb check (DC 15). Squeezing into maintenance fixtures placed along the walkway. Some establishments also
channels in the shaft wall while a turbolift car rushes by provide illumination to highlight their entrances, and some
requires an Escape Artist check (DC 30). Characters in the use holographic imaging to display tasteful signs and adver-
shaft of a vacuum turbolift system must also manage the tising. In these high-profile areas, local law enforcement
effects of thin atmosphere; see Thin Air in Chapter 12 of often places discreet patrols to ensure peace.
the revised core rulebook.
Special Game Rules
Adventure Hook Bustling crowds along a promenade might become moder-
Dignitaries Trapped in Legislative Hall: Curamelle, ate obstructions (3⁄4 speed penalty) that impede swift
Corulag—Visiting corporate officials, local dignitaries, and passage. Promenade railings have damage reduction 10 and
other civilians remained trapped this evening after militant wound points 15 and break with a Strength check (DC 30).
Separatists caused a devastating power outage that plunged Anyone pushed over the balustrade or stumbling near a
the House of Citizens and the adjacent Legislative Hall damaged railing must make a Reflex save (DC 10) to grasp
offices into darkness. City militia forces cordoned off the the edge and retain their footing.
area and implemented rescue operations immediately, but
thousands still remain trapped on darkened floors and stuck Adventure Hook
turbolifts throughout the high-rise structures. Jamming Scoundrels Gather for Promenade Festival: Streysal
devices the Separatists hid in nearby buildings have disrupted Island, Vaynai—Next week, the broad promenade around
communications among rescue teams and groups of trapped Streysal Island in Vaynai’s archipelago will transform into a
people inside. Authorities still cannot verify the safety of massive carnival in honor of patron Gallo Memm’s birthday.
Justar Villius, speaker for the legislative House of Citizens, Although nobody knows if the eccentric Nimbanel art
Governor Zafiel Snopps, and Corulag Academy Commander collector will even be on Vaynai during the week-long
Dyssa Vye, who many believe remain trapped in an executive festivities, residents and visitors alike plan to enjoy them-
turbolift in the highest portion of the Legislative Hall. selves among street performers, live bands, exotic food
vendors, and the ever-popular Senatorial Debauchery
Urban Promenade Improv Troupe. Establishments such as Amira Nasrabi’s
Some cities highlight their favored businesses along a main Illuminated Aquean, Sandov’s Dance Palace, and the
promenade, with one wall filled with upscale shops, clubs, Cliffside Resort Tower plan to cash in on the crowds by
and casinos, and the other overlooking a grand vista, such offering cut-rate deals and added gambling facilities. The
as a vast cityscape, deep canyon, tropical coastline, or other annual gathering attracts many of the Outer Rim’s most
picturesque natural feature. Sometimes these promenades notorious scoundrels, aristocrats, crime bosses, smugglers,
wind along a single surface; other times, they wrap around and gamblers who flock to Streysal to make new contacts,
many buildings to form a multilevel commerce district to settle scores, negotiate deals, and cement old alliances.
attract visitors and residents. Memm’s Weequay security militia plans to patrol the prom-
Cities make sure that businesses situated along a prome- enade in full force to prevent a repeat performance of last
nade meet high standards for appeal, architecture, and year’s clash between giddy party-goers and guards protect-
service. Here, visitors find fashionable shops, exquisite ing the Fil’vye Transport tower.
restaurants, posh clubs, stylish casinos, and classy hotels
with the best views. A broad pedestrian avenue, decorative About the Authors
pavements, ornate balustrades, and attractive lighting Peter Schweighofer is a freelance writer and editor living in
provide a carefree, festive atmosphere any time of the day. Williamsburg, Virginia. During his career in professional
Speeder platforms allow pedestrians to come and go via publishing, he has written material for the adventure gaming
public transport or air taxi. hobby—including contributions to the Star Wars, Lord of the
The Cloud City scenes in The Empire Strikes Back and Rings, Weird Wars, and Star Trek roleplaying game worlds—
some Coruscant scenes in Attack of the Clones offer published several science fiction and historical fantasy stories,
glimpses of urban promenades. edited two Star Wars anthologies published by Bantam
Spectra, and reported for a newspaper in Connecticut. Visit his
Description website at www.destinyrealms.com/griffon/.
Most promenades consist of a wide avenue running along JD Wiker worked in Wizards of the Coast’s RPG R&D
the face of a cliff or tall building. They can vary from vast department on the ALTERNITY line, including the
plazas of up to 50 meters wide to more slender balconies as DARK*MATTER campaign setting, before joining the fledgling
small as 5 meters wide connecting larger stretches of the Star Wars Roleplaying Game design team. Some of JD’s
promenade. A decorated balustrade keeps pedestrians from Star Wars titles include the core rulebook, The Dark Side
falling over the edge, while buildings housing shops, clubs, Sourcebook, The New Jedi Order Sourcebook, and the
and hotels rise on the opposite side of the wide walkway. In Power of the Jedi Sourcebook. JD is currently freelancing,
some places, the railing extends to allow for speeder plat- while also working as president of The Game Mechanics, a
forms, observation risers, or even stages where onlookers d20 design studio.
can enjoy live music against the stunning backdrop.