A Battle to Escape (RJ)

*Rebel Justice Adventure Module data created by James B. King.*

*Main Page: Rebel Justice*

*Preceded by Back to the Ship*

In this final episode, the PCs blast off and are pursued by Aaricetrian fighters, then confronted by TIE Fighters launched from a bulk freighter. Though the PCs must deal with two TIEs, the Aaricetrians engage the rest. After battling with the two TIEs, the PCs escape into Hyperspace.

## Encounter 9: The Pursuit

As the pilot quickly heats up the sublight drives for ignition a port controller excitedly tells him over the radio that they are not cleared for takeoff. The pilot certainly ignores him and the PCs blast off. When the ship reaches 1000 meters, one of the PCs spots several dark specks following their flight path. The pilot can see several ships on sensors as well. Read aloud the text below to describe what happens next.

***You cross the final barrier between the atmosphere and space. But the Headhunters have slowly been gaining on you. A laser bolt blasts past you to starboard; a single warning shot. Your radio comes to life as you are hailed by the Aaricetrian squadron commander. "Purshued veshel, you are ordered to reversh coursh and return to port. Failure to comply will reshult in your deshtruction." Before you can reply, your sensors beep at you. Another ship has been detected. Slowly maneuvering directly into your course is a large interstellar built freighter. Suddenly, several more blips are detected dead ahead. But these are small and fast and cooing right at you.***

## Encounter 10: An Unexpected Battle

Read aloud the following text aloud:

***Your sensors soon reveal the approaching craft ahead to be- TIE Fighters! Apparently monitoring previous transmissions, the Imperial squadron commander now hails you. "Rebels, in the name of the Emperor, you are ordered to surrender your vessel immediately or be destroyed" The Imperial hardly finishes when the Aaricetrian pipes in, "Imperial commander, you are violating Aarice-trian controlled shpashe. You are warned not to interfere in thish matter. lf you do not turn back we will engage you." With no heed to the Aarice-trian warning, the closest pair of TlEs angle in and open fire on you, missing only by meters.***

***Within seconds, the Aaricetrians and Imperials engage in close combat. Soon the space around you is filled by maneuvering fighters, slashed by high-energy laser bolts, and shaken by exploding fighter craft. But there is one pair of TIEs which has not engaged. And they are turning back for another shot at you.***

The PCs' ship must survive the engagement with its Navicomputer and Hyperdrive intact. But the rest of the ship can certainly be chewed on.

After four or five combat rounds, tell the pilot that the ship is far enough out of the planet's gravity well to engage Hyperdrives though a navigation course must also be made. When the Hyperdrives kick in, the PCs are safe. In a few days, Kashiin can safely be delivered into the hands of The Rebel Alliance, and will then shortly be on his way to a Mon Calamari courtroom.

At a later time the PCs may learn that the Aaricetrians have invited The Rebel Alliance to establish an embassy on their world. lt seems that the government of Aaricetri is very displeased that the Empire would first send an ambassador to negotiate treaties, and then covertly send naval forces to their world and think so little of engaging in actual hostilities. The result turned turned out to be cooling of relations between Aaricetri and the Empire and a warning between Aaricetri and the Alliance.