A Knock at the Door (DD)

*Reference Book: Star Wars Saga Edition Galaxy of Intrigue*

*Main Page: Double Down*

*Preceded by Surveillance*

While the heroes plant the bugs and alter the security measures, a tough-looking Bounty Hunter (replace Trained in Survival with Trained in Mechanics) enters the hotel and heads to the safe house. He knocks on the door, intending to talk to the Separatists about a bounty that is unrelated to the heroes' task.

The heroes can use the room's camera system to see who is immediately in front of the door. The Bounty Hunter begins banging on the door, demanding to be let in. If the heroes open the door, the Bounty Hunter pauses for a moment and asks the whereabouts of Ootka. The heroes can attempt a Deception check opposed by the Bounty Hunter's Perception check (+14) to convince him that they are compatriots of Ootka. If they succeed at the check by 5 or more, the Bounty Hunter leaves after a terse comment that Ootka had better pay up for the job.

If the Deception check fails, the Bounty Hunter suspects something is amiss, draws his Blaster Carbine, and demands to know who the heroes are. An opposed Persuasion check (against +24 this time) convinces the Bounty Hunter not to ask any more questions, and he leaves without trouble. Otherwise, he begins shooting at the heroes; the hotel is used to such violence, and the staff ignores the noise.

If the heroes do not open the door, the Bounty Hunter tries to pick the lock to get inside. If he succeeds, he comes in with his weapon drawn (and might trigger the Surveillance Detector, as described in Surveillance). The heroes can calm him down by making an opposed Persuasion check against +24; otherwise, he initiates combat.

### The Meeting

If the heroes successfully plant the devices and modify the security measures, they can return to their own room and begin to monitor the Separatists. Shortly after the heroes leave the safe house, Bandor Ootka returns to the room, locks the door, and spends the next few hours asleep. Over the course of the next 24 hours, two other people arrive to speak to Ootka. The first is a female Human, an ally of the Bounty Hunter who confronted the heroes. She asks if her friend came by yet to collect the overdue payment. Things quickly get heated as Ootka insists that no one came to see him, and the woman leaves cursing and angry.

A few hours later, a male Duros knocks on the safe house door and is admitted. He is a weapon smuggler named Doon Gorot who works as a go-between for a crime lord under contract to the Separatists. The heroes eavesdrop as Ootka and Gorot discuss a large shipment of weapons ready for the Separatists to pick up on Mezhra Station, an enormous station in orbit around Clak'dor VII.

When the heroes overhear the conversation, read the following text aloud:

***Although the transmission is filled with static, you manage to overhear the conversation between the Separatist spy and the Duros that entered into the room. "Everything is going according to plan," says the Duros. "The weapons that you requested are ready for pickup in Bay 6-AT4 on Mezhra Station. I have several of my crew waiting up there to keep things safe until you arrive. They'll expect you to give them the second half of the payment immediately. But now, let's talk about the first half of the payment. Where are my credits?"***

***You overhear Gatka moving around the room, then the distinct sound of two credit chips making contact. "There," says Gatka. "Half a mil transferred. Not bad for two days' work, eh? My contacts will meet your crew tomorrow at 1200 hours for the pickup. Nice doing business with you."***

Gorot leaves the room, and Ootka makes a call on his personal comlink. He informs a minion that the plan is in motion and repeats the same information that the heroes overheard. Shortly thereafter, the Aqualish leaves the safe house and no longer plays a part in the mini-adventure. (If the heroes want to detain or interrogate Ootka, remind them that their mission involves surveillance, not interception.)

### The Real Situation

In reality, the conversation that the heroes overhear between Ootka and Gorot is part of a plot by Special Agent Mocen Gundross. The intelligence officer sold his loyalties to the Separatists and promised to give them some Republic Intelligence agents who could be interrogated for secrets or used as bargaining chips. Gundross set up the heroes, hoping to lure them into a trap so they could be captured more easily.

*Continued in Deal Gone Bad*