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1 A NIFHT AT TOSCHE STATION A Star Wars adventure game scenario set in the Rebellion era! For use with the Secrets of Tatooine campaign pack BY JD WIKER ILLUSTRATED BY ADAM HUGHES long time ago, in a galaxy far, far away, an alliance of freedom-loving peoples challenged the tyrannical rule of the evil Emperor in an attempt to restore justice to the galaxy.The Rebel Alliance frequently relied upon smugglers and scoundrels of every sort to deliver the arms and equipment they needed to fight the Empire. Even though they met their contacts in secret, far-flung locations, these meetings were some of the most harrowing moments for the Rebels. They could be betrayed by their contacts, or found out by spies—or simply stumble into an Imperial patrol. To play this adventure,you need a copy of the Star Wars: Invasion of Theed Adventure Game.You don’t need to have played the adventures in Invasion of Theed—you just need the rulebook, dice, maps, hero sheets, and the punch-out counters, to represent the heroes and villains in this adventure. (You can also use action figures.) Note: Since the heroes in this adventure live during the Rebellion Era, you should modify the back- ground information on the hero sheets from the adventure game as needed. Before you begin play, choose who will be the Gamemaster—the person who pres- ents the adventure to the players. The material in this adventure is for the Gamemaster only. It explains all the details about the situations the heroes face and the opponents they must overcome. If a question comes up that isn’t covered in the rules or the adventure text, just make your own decision about it and con- tinue. The trick is to have fun, not to get bogged down in the rules. Keep the adven- ture moving, be fair, and enjoy yourselves. Setting The heroes are all Rebel operatives who have come to Tatooine to purchase blasters for the Alliance.To limit the chance of being spotted by Imperials, the exchange is set for just outside the comparatively small spaceport of Anchorhead, near the isolated Tosche Station.Tosche Station, a combina- tion mechanic’s garage and lounge, is a renowned hangout for local youth. The heroes have a credit chip—with 60,000 credits on it—and a small landing beacon. When they get the comlink signal from the smuggler’s ship telling them he is entering Tatooine’s atmosphere, they are to set up the beacon. Unfortunately, things go just a bit awry when the worst sandstorm in more than a decade hits Anchorhead, and the heroes are trapped inside Tosche Station—with a stormtrooper patrol. In this adventure, the heroes must use guile and cunning to avoid the suspicions of the Imperial stormtroopers as they make their way to their rendezvous. The stormtroopers have only come to Tosche Sta- tion to get out of the fierce winds and blow- ing sands—they aren’t particularly looking for any Rebels. But some of the others wait- A Additional Credits » Editing and Web Production: Sue Weinlein Cook » Web Development: Thom Beckman » Cartography: Todd Gamble » Art Direction: Sean Glenn » Graphic Design: Kyle Hunter » Lucas Licensing: Leland Chee » Creative Director: Thomas M. Reid A Night at Tosche Station WEB EXCLUSIVE!
Transcript

1 A NIFHT AT TOSCHE STATION

A Star Wars adventure game scenario set in the Rebellion era!For use with the Secrets of Tatooine campaign pack

B Y J D W I K E RI L L U S T R A T E D B Y A D A M H U G H E S

long time ago, in a galaxy far, faraway, an alliance of freedom-lovingpeoples challenged the tyrannical rule

of the evil Emperor in an attempt torestore justice to the galaxy. The RebelAlliance frequently relied upon smugglersand scoundrels of every sort to deliver thearms and equipment they needed to fightthe Empire. Even though they met theircontacts in secret, far-flung locations,these meetings were some of the mostharrowing moments for the Rebels. Theycould be betrayed by their contacts, orfound out by spies—or simply stumbleinto an Imperial patrol.

To play this adventure, you need a copy ofthe Star Wars: Invasion of Theed AdventureGame. You don’t need to have played theadventures in Invasion of Theed—you justneed the rulebook, dice, maps, hero sheets,and the punch-out counters, to representthe heroes and villains in this adventure.(You can also use action figures.) Note: Sincethe heroes in this adventure live during theRebellion Era, you should modify the back-ground information on the hero sheetsfrom the adventure game as needed.

Before you begin play, choose who willbe the Gamemaster—the person who pres-ents the adventure to the players. Thematerial in this adventure is for theGamemaster only. It explains all the detailsabout the situations the heroes face andthe opponents they must overcome.

If a question comes up that isn’t coveredin the rules or the adventure text, justmake your own decision about it and con-tinue. The trick is to have fun, not to getbogged down in the rules. Keep the adven-ture moving, be fair, and enjoy yourselves.

SettingThe heroes are all Rebel operatives whohave come to Tatooine to purchase blastersfor the Alliance. To limit the chance ofbeing spotted by Imperials, the exchange isset for just outside the comparatively smallspaceport of Anchorhead, near the isolatedTosche Station. Tosche Station, a combina-tion mechanic’s garage and lounge, is arenowned hangout for local youth. Theheroes have a credit chip—with 60,000credits on it—and a small landing beacon.When they get the comlink signal from the

smuggler’s ship telling them he is enteringTatooine’s atmosphere, they are to set upthe beacon.

Unfortunately, things go just a bit awrywhen the worst sandstorm in more than adecade hits Anchorhead, and the heroesare trapped inside Tosche Station—with astormtrooper patrol.

In this adventure, the heroes must useguile and cunning to avoid the suspicions ofthe Imperial stormtroopers as they maketheir way to their rendezvous.Thestormtroopers have only come to Tosche Sta-tion to get out of the fierce winds and blow-ing sands—they aren’t particularly lookingfor any Rebels. But some of the others wait-

A

Additional Credits» Editing and Web Production:

Sue Weinlein Cook»Web Development: Thom Beckman» Cartography: Todd Gamble» Art Direction: Sean Glenn»Graphic Design: Kyle Hunter» Lucas Licensing: Leland Chee» Creative Director: Thomas M. Reid

A Night at Tosche Station

W E B E X C L U S I V E !

A NIGHT AT TOSCHE STATION 2

ing out the storm have their own agendas,and may get the heroes into trouble.

If you downloaded last month’s miniad-venture, The Storm’s Edge, you can link it tothis adventure with just a little work. Operateunder the assumption that the sandstorm inthis scenario is the same one that hits at theclimax of The Storm’s Edge. Set the previousadventure near the town of Anchorhead; theheroes can seek shelter and rest in ToscheStation following their exploits.

Read this whole adventure to yourselfbefore presenting it to the players. Whenyou’re ready to start play, begin with “Play-ers’ Introduction,” below. Don’t read any-thing out loud to the players except theboxed text in the various encounter descrip-tions. Everything else is only for you.

Gamemaster’s Secret InformationUnfortunately, fate is conspiring against theheroes. Their smuggler contact, a Duronamed Hagk Baht, has run afoul of an Impe-rial customs ship. Hagk Baht managed tolose the pursuit, but at the cost of flying intothe storm. As the heroes are dealing withthe stormtroopers, Hagk Baht’s ship, theSinging Savrip, is suffering from damagedstabilizers and failing repulsorlift engines. Inshort, it’s about to crash land in the desert ashort distance from Tosche Station.

Meanwhile, a hard-headed local moisturefarmer named Old Ezrim has gotten theidea that the heroes are spice smugglers(he’s sure the sack with their beacon holdsillegal spice). His suspicions are further con-firmed when another person waiting outthe storm—a Pacithhip spice dealer namedErkwil—strikes up a conversation with theheroes. Erkwil, in fact, is trying to get theheroes to take possession of a small stashof spice he has on him, so the stormtroopersdon’t arrest him.

Adding to the confusion is the fact thatanother of the locals sheltering in the loungeis a wanted criminal, a walrus-faced Aqualishswoop gang member named Membe, who isgrowing more and more nervous the longerthe stormtroopers hang around.To makematters worse, Membe doesn’t understandor speak Basic, so he has no idea what isbeing said; he only knows that if thestormtroopers suddenly start paying atten-tion to him, it can’t be a good thing—andhe’d prefer to die fighting, rather than be

sent back to the spice mines of Kessel.Finally—as if all that wasn’t enough—

three Jawas boldly work their way throughthe station, trying to buy and sell whateveris on hand, constantly poking their nosesinto everyone’s business. If the heroes aren’tcareful, the Jawas discover their landingbeacon, drawing everyone’s attention to it.

This adventure involves considerablymore roleplaying than many adventuregame scenarios, as the heroes try to allaysuspicions and quietly bide their time untilthey hear from Hagk Baht. If a fight breaksout, things could quickly turn ugly, as thestormtroopers are formidable foes andwon’t hesitate to kill anyone who draws aweapon. See “Running a Fight” below formore information on what provokes thestormtroopers to act, and how they respondwhen they do act.

Players’ IntroductionWhen you’ve read the adventure to yourselfand are ready to start playing, read thisboxed introduction out loud to the otherplayers. It lets them know what is happen-ing around their characters and gives themenough information to decide what theywant their heroes to do next.

Set-UpFor this encounter, you will need a map-sheet and these tokens from the Star WarsInvasion of Theed Adventure Game: sevenwalls, two doors, three speeders, oneNaboo pilot, three pirates, three mercs,four Naboo citizens, three thugs, an R2droid, and a token to represent each hero.(Naboo tokens stand in for Tatooine char-acters in this adventure.) In addition, youwill need to download from this adven-ture’s web page the file containing extratokens. Print the file, then cut out thethree Jawa tokens.

Map 1 on the next page shows the start-ing positions for all these tokens. Place theWall tokens on the mapsheet to outline theinterior of Tosche Station. Put the othertokens on the mapsheet to show whereeveryone is standing when the heroes comein. The characters are:• Verzon Tennd (“Naboo” Pilot)• Deenine (his R2 Droid)• Erkwil the Pacithhip (Thug 3)• Membe (Merc 2)• The Fixer (Pirate 1)• Assorted patrons (Merc 1, Pirates 2 and 3,

“Naboo” Citizens 1 through 4, and Thugs1 through 3)

• Old Ezrim (Merc 3)• Three Jawas (downloadable tokens)

When you have set up the map, allow theplayers to put the tokens representing theircharacters on it in the indicated area(seeMap 1). This area lies just inside the door tothe lounge.

Running a FightAt some point in these encounters, some-body may throw a punch, pull a blaster, orotherwise precipitate a good old-fashioneddonnybrook. This section explains howeveryone in the lounge reacts to such anoccurrence. Resolve everyone’s actions ininitiative order—including Verzon Tennd,Deenine, Erkwil, Membe, the Fixer, the citi-zens, and the Jawas.

Hero Attacks: Heroes using rangedweapons can attack only from a distance;they must have at least once clear spacebetween themselves and all opponents, orthey are forced to fight with meleeweapons. A hero with a melee weaponmust move next to his opponent to attack.

With typical Rebel luck, you’vearranged your rendezvous with HagkBaht, the smuggler-captain of theSinging Savrip, for the very same nightthat Anchorhead experiences its worstsandstorm in more than a decade.Unable to endure any longer the bitingsting of sand blown about at speeds ofmore than 50 kilometers per hour,you’ve been forced to seek shelter. Thenearest building is the venerableTosche Station—a combinationspeeder repair shop and seedy divewhere the local youth hang out.

As you pile through the door intothe dimly-lit interior, you can see thatyou weren’t the only ones to think ofthis idea. The lounge is crowded withseveral locals, including Humans, anIshi Tib, a Pacithhip, a Klatooinian, anAqualish, a Nikto, and a handful ofJawas. As one of the Humans shouts,“Close the door, y’blasted idiots!” theJawas scurry toward you, jabberingexcitedly and reaching for your gear.

3 A NIGHT AT TOSCHE STATION

A NIGHT AT TOSCHE STATION 4

If a hero’s attack roll result is equal to orbetter than his opponent’s Defense, theattack hits. The player then rolls the dam-age dice for the weapon the hero is using,and you subtract the result from the thug’sWound Points. If the target has VitalityPoints, the damage comes off the VitalityPoint total first. When a target runs out ofVitality Points, any damage he or she suffersgoes directly to wounds. Combatants whorun out of Wound Points fall unconscious.

Citizens: In case of a fight, the ordinarycitizens—the tokens labeled Naboo Citizen1 to 4, Merc 1, Merc 3, Pirates 2 and 3, andThugs 1 through 3 all seek safety in thegarage. If the exit to the garage is blocked,they duck behind whatever cover is avail-able in the lounge.

Verzon Tennd: The pilot (Naboo Pilot 1)pitches in if it looks like the heroes need res-cuing. Tennd uses a blaster pistol, while hisdroid simply tries to back him up (not beingprogrammed to fight).

Fixer: Fixer (Pirate 1) is the proprietor ofthe garage. He is strongly anti-Empire, butnot suicidally so. Unless a stormtrooper isabout to kill one of the heroes, he doesn’twant to get involved. If he sees a hero introuble, he produces a blaster rifle fromunder the counter and risks his life to strikea blow for freedom!

Membe: Membe the swoop gang member(Merc 2) is extremely edgy already, and hegets even more tense when the stormtroop-ers show up in Encounter 2. If a fight breaksout, Membe draws his heavy blaster pistoland starts shooting at anyone who so muchas directs a weapon in his vicinity. He startswith stormtroopers, but also shoots at any-one carrying a weapon, once the stormtroop-ers have been subdued. Membe isn’t rationalright now, so he can’t be relied upon to helpexcept by pure coincidence.

Jawas: Like all of their kind, these threeJawas are tremendous cowards. Once a fightstarts, they run for cover, and stay there.

Stormtroopers: The stormtroopers, whoenter in Encounter 2, simply stand wherethey are and shoot anyone who looksthreatening. Unfortunately, Imperialstormtroopers have a different definition of“threatening” than most people do: It startswith anyone holding a weapon of any kind,then goes on to include anyone who isn’tactively seeking shelter, followed by anyone

stupid enough to object to their actions.The stormtroopers change positions only toget a better angle on a target.

Outcome: If the heroes fight thestormtroopers and win, they are free todepart. Because of the sandstorm, thestormtroopers haven’t been able to reporttheir position, and the local Imperial garri-son won’t be searching for them here. If theheroes lose, though, they’ll awaken in theMos Eisley lockup, waiting to be interro-gated. The adventure is over for them,unless the GM wants to set up and play outa jailbreak scenario—but they will havemissed their rendezvous.

Scene 1: IntroductionsEach of the people in the Tosche Stationlounge has a different reaction to theheroes’ entrance.

Fixer, Human MechanicFixer asks if the heroes would like some ale,but otherwise doesn’t initiate any conversa-tions. He has no problem with jumping inon other conversations, though.

Level: 1; Initiative 12; Vitality Points: 0;Wound Points: 9; Speed 5 spaces; Defense13; Attack: 1d20+2 (blaster rifle); Damage3d8 (blaster rifle); Saves: Fortitude 1d20+1,Reflex 1d20+1; Will 1d20+0; General Skills:Computer Use (1d20+4), Repair (1d20+4).

Erkwil, Pacithhip Spice DealerErkwil greets the heroes and asks them ifthey’re friends of “T’landa.” He is soundingout whether they are potential customersfor the spice he’s carrying. The heroes don’tknow who he’s talking about, which clueshim in to clam up.

Level: 1; Initiative 8; Vitality Points: 0;Wound Points: 8; Speed 5 spaces; Defense12; Attack: 1d20+0 (unarmed); Damage 1d3(unarmed); Saves: Fortitude 1d20+0, Reflex1d20+2; Will 1d20+0; General Skills: Hide(1d20+4), Spot (1d20+4).

Membe, Aqualish FelonMembe keeps to himself at the back of thelounge. If spoken to directly, he grunts in hisown language to be left alone. If anyonepresses him too much, he becomes violent.

Level: 2; Initiative: 10; Vitality Points: 10;Wound Points: 10; Speed: 5 spaces; Defense:14; Attack: 1d20+2 (heavy blaster); Damage:

3d8 (heavy blaster); Saves: Fortitude 1d20+3,Reflex 1d20+1, Will 1d20+0; General Skills:Intimidate (1d20+4), Pilot (1d20+4), Spot(1d20+4).

Verzon Tennd, Freighter PilotVerzon Tennd isn’t looking for trouble andso does not speak to the heroes unless theyspeak to him. Even then he is cordial but notparticularly talkative.

Level: 2; Initiative 12; Vitality Points: 10;Wound Points: 8; Speed: 5 spaces; Defense14; Attack: 1d20+2 (blaster pistol); Damage3d6 (blaster pistol); Saves: Fortitude 1d20+2,Reflex 1d20+2; Will 1d20+2; General Skills:Computer Use (1d20+5), Pilot (1d20+5).

Deenine—Astromech DroidVerzon Tennd’s R2 unit sticks close to hismaster and occasionally tootles at thefreighter pilot, but otherwise doesn’t inter-act with anyone.

Level: N/A; Initiative: 10; Vitality Points: 0;Wound Points: 8; Speed: 3 spaces; Defense:11; Attack: 1d20 (arc welder); Damage: 1d6(arc welder); Saves: Fortitude 1d20+2, Reflex1d20+0, Will 1d20+1; General Skills: Com-puter Use (1d20+2), Disable Device (1d20+4),Listen (1d20+2), Repair (1d20+4), Search1d20+2).

Tatooine CitizensThe citizens—with the exception of OldEzrim—just keep to themselves, though theydon’t avoid conversations directed at them.

Level: 1; Initiative 8; Vitality Points: 0;Wound Points: 6; Speed 5 spaces; Defense10; Attack: 1d20+0 (unarmed); Damage 1d3(unarmed); Saves: Fortitude 1d20+1, Reflex1d20+0; Will 1d20+1; General Skills: Com-puter Use (1d20+2), Listen (1d20+2).

Jawas The Jawas approach the heroes immedi-ately and by gestures indicate that they areinterested in trading. They are particularlyinterested in the heroes’ weapons, specialelectronic equipment, any droids, and thecontents of their sack (which holds thelanding beacon). They only leave the heroesalone if the heroes chase them away. After-ward, they wander about at random, pester-ing anyone who lets them.

Level: 1; Initiative: 15; Vitality Points: 0;Wound Points: 10; Speed: 5 spaces; Defense:

5 A NIGHT AT TOSCHE STATION

14; Attack 1d20+1 (punch); Damage: 1d3–2(punch); Saves: Fortitude 1d20 +1, Reflex1d20+2, Will 1d20–2; General Skills: Listen(1d20+4), Search (1d20+4).

Scene 2: SandtroopersGive the heroes a few minutes to interactwith the locals and absorb the atmospherein the Tosche Station lounge, then read thefollowing boxed text aloud to them:

Set-UpNow cut out the four stormtrooper tokensfrom the file you downloaded earlier andplace them on the mapsheet as shown onMap 2 on the next page. If the heroes orany of the locals have moved from theiroriginal positions into a square where astormtrooper is marked, assume thestormtroopers order that person to take aseat elsewhere. (If a hero objects, a fightmay break out!) The only other people whomove are Membe, who slides further intothe shadows at the back of the lounge, andErkwil, who moves closer to the heroes.

Imperial StormtroopersThe game statistics for the four stormtroop-ers are presented here. Because stormtroop-ers are fearless and fanatically loyal to theEmperor, the Diplomacy and Intimidateskills have no effect on them—though Bluffand Affect Mind can still work, which mayjust get the heroes out of this situationwithout a shot being fired.

Level: 3; Initiative: 10; Vitality Points: 0;Wound Points: 10; Speed: 5 spaces;Defense: 16; Attack: 1d20+3 (blaster rifle);Damage: 3d8 (blaster rifle); Saves: Forti-tude 1d20+3, Reflex 1d20+1, Will 1d20+1;General Skills: Climb (1d20+3), Intimidate(1d20+4), Spot (1d20+2).

The heroes are still free to talk amongthemselves or even to the stormtroopers,though the stormtroopers are even lesstalkative than Membe. The stormtroopersreact aggressively to any sign of threat,crime, or sedition, moving to subdue theculprit. Otherwise, they stand stoicallywhere they are, waiting for the wind todie down.

Erkwil takes this opportunity to strikeup a conversation with the heroes, hop-ing to distract them while he drops hissmall supply of illegal spice on them. Erk-wil makes a Hide check, opposed by theheroes’ Spot check, to plant something onthem without being caught. No one elseis paying close enough attention tonotice.

Old Ezrim, meanwhile, emboldened bythe presence of the stormtroopers, grillsthe heroes. He loudly points out that hedoesn’t know them, and hasn’t seen themaround before—and what were theydoing out on a night like this? He asksthem about what they’ve got in theirsatchel (the landing beacon—though hethinks it’s spice), why they are talkingwith a known ex-convict (Erkwil), andwhere did they get their weapons—werethey in a fight before the stormtroopersarrived?

While the stormtroopers don’t join inwith Ezrim’s questioning, they are listen-ing. So, if the heroes make an obviousblunder (“We’re not smugglers—we’reRebels!”), the troopers take action.

Scene 3: The Distress CallOnce Old Ezrim really starts arguing withthe heroes, pause the action to read thefollowing aloud:

The stormtroopers won’t accept anythingless than the heroes’ unconditional sur-render. Assuming the heroes don’t simplygive up, go to “Running a Fight.”

The End!Assuming the heroes manage to defeatthe stormtroopers (and possibly Membeas well), they can leave Tosche Station assoon as the storm lets up (another hour),and they’re more or less home free. But ifthe heroes were overcome by thestormtroopers, they wake up in detentioncells in Mos Eisley.

If they go to investigate the crash siteof the Singing Savrip, they find Hagk Bahtdead, but his cargo intact. They might feelbad about it, but they can secure 10 casesof blaster rifles (five rifles each) for theRebellion without having to pay for them.

ExperienceIf the heroes defeat the stormtroopersand escape, the group receives a total of3,000 XP. Divide this amount by the num-ber of heroes involved, giving each one anequal share. If the heroes were captured,they gain no XP for this adventure.

About the Author JD Wiker joined Wizards’ roleplayinggames division from the Customer Serviceteam. Since 1998 he has worked on theAlternity® Star*Drive® and Dark•Mat-ter® settings, Diablo II for Dungeons &Dragons®, and two Star Wars RPG prod-ucts. He is invisible to those people withhigh intellects.

The door suddenly slides open oncemore, and a huge swirl of sand fills theroom. Four dusty, hulking figures enter.Old Ezrim shouts,“Close the …” butabruptly stops as he, and everyone else,realizes that these four new visitors arestormtroopers, the Empire’s brutal thugs,armed with deadly blaster rifles.

The stormtroopers look around at theassembled citizens, then one of themsays,“We’re waiting in here until thestorm passes. Everyone stay where youare and keep your hands where we cansee them.”

The stormtroopers take up positionsaround the room, where they can clearlysee everyone in the lounge and eachother.

ers are out! I can’t make the ren-dezvous! I don’t even know if I can landthis thing! I think I’m near Anchorhead,but I’m in the middle of a sandstormand I can’t see a—“

The transmission abruptly cuts off,and from somewhere outside, everyonehears a distant WHUMP! as some-thing—presumably the SingingSavrip—suddenly slams into theTatooine landscape.

“I knew it!” Old Ezrim gleefully criesin the ensuing silence. “You are smug-glers! Troopers, arrest them!”

The stormtroopers level their blasterrifles at you.

Suddenly, a muffled speaker crackles tolife, and to your horror, you realize it’syour comlink! “Emergency! This is theSinging Savrip! I’ve been attacked by anImperial customs ship, and my stabiliz-

A NIGHT AT TOSCHE STATION 6

7 A NIGHT AT TOSCHE STATION

Copyright and Legal Notice

Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker,utilizing mechanics developed for the new DUNGEONS & DRAGONS® game by JonathanTweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

U.S., CANADA EUROPEAN HEADQUARTERSASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, BelgiumWizards of the Coast, Inc. P.B. 2031P.O. Box 707 2600 BerchemRenton, WA 98057-0707 BelgiumQuestions? 1-800-324-6496 +32-70-23-32-77

©2001 Lucasfilm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.Dungeons & Dragons, Alternity, Star*Drive, Dark•Matter, and the Wizards of the Coast logo are registered trademarks

owned by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized useof the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

www.wizards.com/starwars www.starwars.com


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