A Fool's Charge

*Reference Book: Star Wars Saga Edition Unknown Regions*

"A Fool's Charge" is a mini-adventure designed for 9th-level heroes that involves the planet O'reen. In this scenario, the heroes need to recover cutting-edge technology that could give the world's military a substantial advantage.

### Adventure Outline

The heroes are contacted by a junior officer, Lieutenant Amalia, who is an attendant of a high-ranking officer in a galactic-scale naval force. She explains that her superior needs the heroes' expertise in tracking down a stolen piece of military hardware and returning it as quickly as possible without drawing undue attention. She offers a reward of 5,000 credits per hero, plus a bonus if the cargo is returned undamaged.

The transport ship that was carrying the undisclosed hardware was attacked in The Outer Rim Territories near the border of The Unknown Regions. With a little research, the heroes learn of an allegedly abandoned garrison put in place by The Old Republic as an early warning outpost.

Traveling to that region, the heroes' ship is attacked by enemy vessels resembling the ones that hit the cargo transport. The heroes are able to defeat their attackers, and following the trail brings the characters into sight of a small assault group orbiting O'reen, with a refurbished battlecruiser as the flagship.

After the heroes manage to slip past the ships in orbit and land on the planet, they sneak into a well-guarded military research post to retrieve the stolen hardware, a prototype tactical computer. Unfortunately, the heroes are caught in the act of stealing back the computer and must fight their way out of the starport and past the ships waiting in orbit.

## Looking for Trouble

*Main Article: Looking for Trouble*

Lieutenant Amalia provides the coordinates of the location where the transport was attacked, so the heroes should have an easy time of reaching that spot. However, they might want to create a cover story to explain why they are headed to such a remote area of space (if they tell anyone about the trip in the first place, that is).

## Avoiding Undue Attention

*Main Article: Avoiding Undue Attention*

Once the heroes determine that the fighters came from O'reen, they can plot a course for that planet. Unless they drop out of Hyperspace right next to the world, they remain undetected by the orbital patrols. Any heroes who are Trained in Knowledge (Tactics) can make a DC 15 check to deduce that their best option would be to drop out of Hyperspace near the edge of the system and slowly cruise toward O'reen, allowing them get a better look at their destination and reducing their chances of being detected by the enemy.

## Armed Withdrawal

*Main Article: Armed Withdrawal*

**SETUP:** This encounter serves as the climax of "A Fool's Charge."

Once the heroes find the analysis station, they must figure out a way to get past the guards posted at the entrance, hopefully without raising an alarm. The GM should provide plenty of clues and reminders that almost every adult resident they have encountered has the air of a professional soldier, suggesting that starting a blatant fight will only get the heroes captured or killed. Grant them a fair amount of leeway in their plans. The guards are fairly new recruits, and if the heroes can give them a suitably convincing story, they might be able to bluff their way inside the building.

## Conclusion

*Main Article: Conclusion*

After the heroes defeat the O'reenian Military Supervisor and the O'reenian Researchers, they have to think quickly. A search of the supervisor's uniform turns up a Datapad that contains instructions to load the tactical data core onto the cargo speeder and bring it to Fort Maximus. The heroes can pretend that they are carrying out these orders, which will give them a convenient excuse to move the computer through the city. As long as they do not raise suspicions in any guards or citizens they encounter, the heroes can exit Orbital Deployment Center and take the computer back to their ship.