A Night in Wortan (ID)

*Reference Book: Star Wars Saga Edition Web Enhancements (Iridonian Darkness)*

*Main Page: Iridonian Darkness*

*Preceded by Part 1: Mandalorian Madness*

It is after dark by the time the heroes arrive in Wortan. They may have some previous familiarity with the city, perhaps from passing through while on patrol. Allow the heroes to make Knowledge checks to reveal their knowledge of the city.

Knowledge (Galactic Lore)
 15
 20

Knowledge (Social Sciences)
 15
 20

The city is built in the Aro-voa Canyon, at a spot where the canyon is several kilometers wide. (See the map below) The rushing Aro River cuts through the northern portion of the outer city. The city center is built where the canyon floor meets the towering southern wall, taking advantage of the natural shade provided by the canyon face. Tall ferrocrete buildings clustered in a few dense city blocks are tied directly into the face of the canyon wall by bridges at various floors.

The southern portion of the outer city center is built directly into the rock of the canyon. The inner city is built in directly into the canyon wall through a series of natural tunnels and fissures, as well as artificially dug halls, accommodations, and narrow winding streets. Most of the outer city buildings have a strong, bunkerlike appearance and are able to resist the planet's harsh environment, though over half of them are ruins or still show significant damage from the war.

## Searching Wortan

When the heroes arrive in town, they might use several methods to search for the missing Jedi. If they contact the local Wortan security force or regional command, they are told that the task is essentially up to them. Neither force has manpower that they are willing to use at this time. In fact, this is the exact reason that the heroes were hired or ordered to this area in the first place. In any case, the heroes are the best equipped to deal with rogue Jedi.

Using the Gather Information skill in the central city reveals little new information. When the skill is used in the ruins, the heroes get better results. Although no one knows anything about Acaadi or Duqua, a DC 20 result reveals rumors that a Republic shuttle was seen approaching the town last night, but it did not land at any official landing platform. Most assume that it landed at one of the abandoned underground hangars, but no one knows why.

Additionally, a second ship, the size of a light freighter, was observed approaching Wortan, but it did not put down on an official landing platform. Although this would not normally raise suspicion, the two ships together have set the underworld rumor mill churning. Some suspect Republic agents at work, while some fear a major Iridonian push to further increase government control over the city.

A successful DC 15 Use Computer check turns up nothing new about the heroes' targets, but it reveals a news report on the arrival of a squadron of Republic Capital Ships in Iridonian orbit. Officially, they have reported for wargames with the Iridonian fleet, but some speculate that it is an indication of a forthcoming Sith attack or Republic fears that local forces might attempt to defect to The Sith Empire.

If the heroes attempt to use Sense Force, they are unable to detect Acaadi or Duqua, who are both actively hiding their presences this time. However, they detect the presence of two unknown Force-users in the southern inner city ruins. The Search Your Feelings aspect of the Use the Force skill could also lead the heroes here. Additionally, local forces might relay anonymous reports of two unknown Force-users.

### Unexpected Allies

*See also: Darok-Tho, Jirany Sha*

Once the heroes decide to look for the unknown Force-users, their investigations lead them to Banol's Maze, a labyrinthine area near the southernmost edge of the underground city. It is reputed to be a hazardous area where swoop gangs fight for dominance. If the heroes use a stealthy approach or display an overwhelming amount of firepower, the criminals give them no trouble. Navigating the maze requires a successful DC 20 Survival check or DC 25 Perception check. Each attempt takes about an hour.

***Banol was a sprawling underground city sector ruined in The Mandalorian Wars. Heavy fighting destroyed the majority of buildings and turned the tunnels and caverns into a maze of rubble that no one has mapped completely. Tunnels range from a few meters wide to 10 meters wide and 5 to 10 meters high.***

Once the heroes arrive at the plaza, read the following aloud:

***The ruins of Banol Plaza are strewn with debris from the war and gang fighting. The abandoned surrounding storefronts are burned out. The shadowy plaza is illuminated in an eerie yellowish-green glow from chemical lighting in decrepit fallen lampposts and overhead lamps. Two figures step out from the ruins of an old sales kiosk and motion for you to approach.***

Jirany Sha and Darok-Tho are practitioners of The Luka Sene and The Keetael Force Traditions, respectively. They have been sent to Iridonia by their respective orders on the basis of their masters' Force visions so that they can help the heroes stop Acaadi. The Zabrak was once a broader student of The Force who sought out and learned from these lesser-known traditions on their homeworlds. He has since been using the talents he learned there to corrupt Jedi and further The Sith Empire. Jirany and Darok-Tho know that they cannot stop Acaadi on their own, but they believe from the visions that they stand a chance if they join forces with the heroes.

As long as they have reason to trust the heroes, they will answer questions about their origins. The heroes may make DC 25 Knowledge (Galactic Lore) checks to determine their familiarity with the travelers' unusual Force Traditions. Jirany and Darok-Tho describe how they believe Acaadi combines his deceptively learned talents with his charismatic personality to corrupt others. He has turned to The Dark Side, and he must be stopped. The two try every truthful argument they can think of to convince the heroes of their sincerity.

If the heroes have not already learned of the abandoned underground hangars on the south side of town, the travelers can help find them. In fact, Acaadi's hangar is 2 kilometers away, near the southern edge of the maze, which requires another Survival check to locate. Once the heroes approach the hangar, see the encounter "Tipping Point" below.

#### **Ad-Hoc XP Award**

Award Experience Points equivalent to a CL 5 encounter if the heroes ally with the travelers, and an additional equivalent award if the heroes successfully discover the location of the hangar on their own.

## Tipping Point

When the heroes get within 1 kilometer of Banol Hangar 269, both Acaadi and Duqua use Sense Force to attempt to detect any Force-users. Allow the heroes and the travelers to resist if they choose. However, whether through The Force or hidden sensors, Acaadi is aware that the party is approaching.

He has withdrawn his guards from the exterior of the hangar, preferring to have the heroes encounter Duqua in the hangar, observed by a squad of his Sith Commandos hidden among the debris of the hangar. Acaadi himself departs aboard the shuttle at the beginning of the encounter. If the travelers accompany the heroes, they may participate and should survive the encounter.

### Read-Aloud Text

As the heroes approach the hangar doors, allow them to make DC 15 Perception checks to hear the sound of a Starship powering up, preparing for takeoff. The heroes may choose any entrance they desire. Read the following when they enter:

***Just as you enter the decrepit hangar, you hear the distinct sound of engines going to full power. You catch a glimpse of a shuttlecraft launching straight up into a tunnel cut through the rocky ceiling above. You quickly lose sight of the shuttle; the edge of the tunnel obscures it, and you are not directly under the tunnel opening.***

***A light freighter remains on the landing pad, and a single hooded figure stands ready at the end of the boarding ramp. Though he holds a lightsaber, it is not yet ignited. With a slight glance upward toward the departing ship, he turns his gaze toward you and says, "Too late and ineffectual. That is so often the way of the Jed and their Republic allies these days. I understand why so many have turned from the path."***

***The figure's hood drops to his shoulders, and you realize that it's Duqua. "Would you stop me from doing the same? Is it so wrong to embrace one's own abilities, one's natural power?"***

Duqua is teetering on the edge of turning to The Dark Side. He's deliberately trying to prod the heroes into a philosophical discussion, openly questioning the need to avoid The Dark Side. He's looking to justify joining The Sith, trying to poke holes in Jedi teachings. Through their actions and words, the heroes influence the direction that Duqua chooses to take.

If they attack him immediately, he initially fights defensively and asks "You think I am so far beyond redemption that you will not even attempt to dissuade me? Do you fear me, or what I will become?"

If the heroes make no attempt to turn him from the Sith path, Duqua gives into his own fear and anger toward The Jedi and activates *Dark Rage*, raising his Dark Side Score and turning to The Dark Side. If that occurs, read the following aloud:

***Acaadi's voice booms from the hangar's loudspeakers. "Excellent, Duqua- you pass the test. I always knew you were one of us. Now, dispatch these meddlers and join me in destroying the Republic fleet." As the echoes fade, half a dozen armor-clad Sith soldiers appear from all corners of the room and open fire on you.***

If the heroes attempt to convince Duqua to remain with The Jedi, they must make Persuasion checks, with his Attitude toward them starting at Hostile. If they change his Attitude to Friendly through a combination of good skill checks and convincing philosophy (whether Jedi, Keetael, or Luka Sene), he immediately joins their side. If that occurs, read the following aloud:

***Acaadi's voice booms from the hangar's loudspeakers. "Duqua, you disappoint me. I'm afraid you've failed my little test. Team two, kill them all." As the echoes fade, half a dozen armor-clad Sith soldiers appear from all corners of the room and open fire on you.***

### Encounter Setup

* Duqua Dar
* 6 Sith Commandos (with CryoBan Grenade (2) and Frag Grenade (2))
* Darok-Tho and Jirany Sha

#### **Tactics**

No matter who Duqua's enemy is, he will concentrate on his Lightsaber defenses, bolstered by his Force Powers. If he opposes the heroes and begins to lose, he will attempt to retreat into the ship. If he joins the heroes, he will encourage them to capture the ship as quickly as possible.

The Sith Commandos remain undercover until the Duqua situation resolves itself. If they are detected and attacked before then, they defend themselves, but they do not fire on Duqua until they know what path he chooses. If he betrays them, they target him first. The commandos prefer to use Grenades against Jedi characters. If outmatched, the Sith Commandos attempt to retreat into the ship and escape.

#### **Features of the Area**

Banol Hangar 269 was severely damaged in The Mandalorian Wars. The burned-out hulk of a Starship is Difficult Terrain, as are several areas of rubble. Dim lighting comes from a few remaining corroded overhead lamps (Low-Light conditions).

If fighting spreads into the ship, use the 578-R Space Transport statistics. Anyone attempting to fly a ship up the launch tunnel must make a DC 25 Pilot check or the ship takes 8d6+10 points of damage as it scrapes the sides on the way up.

### Conclusion

Unlike combat on the surface, the relatively cool temperature of the underground city does not require any checks at the conclusion of combat. If Duqua survives the encounter, he will likely be in no shape to help either side, but he will aid his chosen allies if possible.

Duqua, a captured Sith Commando, or electronic orders found in the ship's communications system reveal that Acaadi and another team of commandos plan to board and sabotage the Republic Capital Ship *Champion of Iridonia* prior to a surprise Sith raid against the Republic fleet. They're using a type of shuttle commonly used by the Republic and have current Republic military codes, thanks to the earlier raid on the communications station.

*Continued in Part 3: Fleet Action*