A Reckoning of Wraiths

*Reference Book: Star Wars Saga Edition Dawn of Defiance*

*A Reckoning of Wraiths* begins mere days after the end of the previous adventure, *The Core of Corruption*. The heroes remain on Coruscant, safely entrenched with the loyalists in their safehouse. The details of the Sarlacc Project are now in the hands of Captain Verana aboard The *Resurgence*, and the loyalists are trying to decide what to do next.

The heroes haven't had much time to get comfortable. The majority of the loyalists are normal folks who do not agree with the Emperor's politics and have decided to do something about it. They aren't trained combatants for the most part, though one or two of the loyalist guards might have some experience in law enforcement (as local police, bounty hunters, or the like).

Tensions in the safehouse are high, especially now that the heroes- who are wanted by The Galactic Empire- are here. Every caller that comes to the door is examined, and every speeder that passes by on the street is suspect. Despite the worry, the loyalist hosts are congenial and, in some cases, fawn over the heroes. After all, the heroes are nearly legendary due to their prior exploits, and they've recently stood up to The Inquisitorius and walked away victorious.

This is a good opportunity for roleplaying between the heroes and the people who look up to them. Allow the heroes to make friends, share meals, and form friendships with the loyalists. Demonstrate that these people are good and represent everything that The Galactic Empire stands against. Give the heroes a reason to care. Later, when the loyalists meet their fate, it will make their deaths more meaningful and reinforce the true evil of their enemies.

### Adventure Summary

*A Reckoning of Wraiths* opens in the loyalist safehouse on Coruscant, where the heroes wait for the heat from their recent activities against The Inquisitorius to cool down. Within a day of their arrival at the safehouse, Admiral Varth contacts them via a pirated HoloNet signal. Against the odds, one of the captive Sarlacc Project designers, an Incom weapons technician named Pavel Trenol, survived the destruction of the Imeici Spire. Seeking asylum, Trenol contacted the loyalists. He is currently laying low in a hotel in Coruscant's lower levels.

Varth instructs the heroes to contact Trenol at his hotel and provides them with a poor quality holo of the technician. They venture into Coruscant's seedy underbelly, encountering some of its most bestial denizens. When they arrive at the hotel, the heroes find only an empty room registered in the technician's name. Brief investigations lead them to a cantina, where they are ambushed by thugs on the Imperial payroll.

With nothing more to go on, the heroes return to the safehouse. But while they were gone, Imperial troops descended on the hideout and killed or captured the loyalists. The troops also try to put an end to the heroes, who retreat to the landing pad where their ship is located. Unfortunately, it has been impounded and is guarded by an AT-AT.

If the heroes escape Coruscant, they are best served by returning to The *Resurgence* at the appointed rendezvous. But when they emerge from Hyperspace, they find The *Resurgence* under attack by a large Imperial force. Captain Verana calls for help, leading the heroes to dock with The *Resurgence*- which has been boarded by Stormtroopers- to rescue as many crew as they can. But they can do little when they discover that Inquisitor Valin Draco has captured Jedi Master Denia.

Once off The *Resurgence*, the heroes are contacted by Admiral Varth, who is again in full Imperial regalia. He only pretended to defect in an attempt to root out insurgents and now demands that the heroes surrender. Instead, the heroes jump into Hyperspace and find their way back to Senator Organa.

### Opening Crawl

For Gamemasters who wish to have an opening crawl before the adventure, consider using the boxed text below.

**STAR WARS: DAWN OF DEFIANCE**

**Episode VII**

**A RECKONING OF WRAITHS**

***With the taste of victory still sweet upon their tongues, the heroes find refuge on Coruscant with loyalists. Following the destruction of the Inquisitors' tower, the Empire is searching for the culprits with extreme prejudice.***

***Just as there seems to be a lull in the action, word comes that one of the captive designers of the Sarlacc Project has survived, and is seeking asylum with the loyalists...***

## Part 1: Depths of the City

*Main Article: Depths of the City*

Coruscant is a planet of vast contrasts. The wealthiest of the galaxy's citizens live in the sparkling spires that rise into the atmosphere like titanium needles, while the poorest eke out painful lives in polluted permacrete warrens. In between these two extremes is a dwindling middle class, which is often preyed upon by the denizens of both the heights and the depths of Coruscant.

The safehouse that currently serves as a refuge for the heroes is within one of these tiny middle-class zones. It is a small domicile unit in a sprawling, enclosed apartment block. Security is minimal, consisting of door locks and a roving guard armed with a Stun Pistol. The loyalists have made the best of what they have available, connecting three apartments with concealed doorways (successful DC 15 Perception check to notice them when closed).

## Part 2: Bait and Chase

*Main Article: Bait and Chase*

Despite the trouble the heroes have caused in the Invisible Hand, no authorities are forthcoming in the depths of the Gnawer's Roost. The fighting is by no means unusual. As long as none of the locals, such as Klef or Tekkur, have been undeservedly harmed in the fighting, the residents won't bat an eye at the heroes.

Unfortunately, the heroes will find that any calls they make to the loyalist safehouse following the fight go unanswered. This should raise alarms in their heads, especially if they are in need of information or medical attention. Though they might find some use in remaining in Gnawer's Roost for a while (whether it's to ask questions or do some other investigations), their real concern should be to ensure that their loyalist friends at the safehouse are all right.

## Part 3: Resurgence of Evil

*Main Article: Resurgence of Evil*

Once the heroes escape from Coruscant, they should have a short time to relax while hurtling through Hyperspace. Their destination should be The *Resurgence*, either by direct flight or via one or two false destinations in an attempt to shake any pursuit. This is a good time to heal wounds, take stock of resources, and search the ship for additional forms of sabotage.

When the heroes emerge from Hyperspace at the rendezvous point, they are greeted by the sight of a large battle between loyalist forces, including The *Resurgence*, and two Imperial Star Destroyers. A Corellian Gunship and one of two Corellian Corvettes have been destroyed, and pieces of those ships can be seen tumbling through space. A second Corvette is currently the primary target of the Imperial capital ships, and it is not doing particularly well in the rather one-sided exchange.