Barin's Rescue (TFS)

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*Main Page: The Fell Star*

*Preceded by Part 2: Point Nadir*

The heroes know where Barin is, and they have learned that he is traveling under an assumed name. They also know that he is staying in a safe house in Point Nadir's Fissure District, and that the safe house is not necessarily all that safe. They have a short time to find the safe house, make a plan, and break Barin out. Given The Sable Dawn's resources, they probably take only twelve more hours, at most, before they start checking their own safe houses for signs of Barin.

## Evad Court Safe House

Anyone who hits rock bottom in Point Nadir eventually ends up living in the Fissures, if they do not lose their lives first. For a few credits, a meal, or a bottle of cheap liquor, one of the denizens of the Fissures happily tells the heroes everything he or she knows about the safe house in question.

The safe house appears to be nothing more than a run-down casino from the outside. It is a single-story permacrete structure in the middle of a large, empty cavern in the southern part of the Fissures District. There seems to be no external security, and no one is seen leaving or entering the building. A quick walk around the area reveals three entrances: two airlock-quality doors in the rear of the building, and a single metal door in the front.

Simple observation reveals the following facts: the guards work in 12 hour shifts; four guards leave and are subsequently replaced by fresh guards every 12 hours; apart from the guards, who wear nondescript black suits, no one else enters or leaves the premises; if any computer systems are inside the safe house, they are not accessible from the outside.

The heroes can gain access to the safe house by several methods. They can pose as guards, which requires them to ambush a group of guards entering or leaving the safe house. They can also fight their way in, either by going through the front door or blasting their way in through one of the two rear entrances. They can even buy a week or two in the safe house for one or more party members, but this could be expensive- 2,000 credits per week per individual- and they must use Fetwin Porlo as a go-between.

### Tactical Encounter

Place the Evad Court Security Guards throughout the facility, as indicated on the map. One guard is in each of the security rooms, two more in the lobby, and three patrolling the halls. Two off-duty guards are in the building's lounge. Barin is hiding in his own room, which is at the southwestern corner of the building.

Other occupants are in the safe house, but they are sequestered in their own rooms if trouble starts.

#### **Read-Aloud Text**

Read the following text when the heroes enter the safe house foyer:

***The simple 10 meter by 10 meter room is capped to the north by a pair of sealed airlock doors. Two armored transparisteel windows, one on either side, reveal two well-dressed guards seated at consoles. The guard to the left looks up from his monitors and asks through the speaker, "Can I help you?"***

#### **Encounter Setup**

* Barin Trevina
* 9 Security Guards

##### **Tactics**

Barin assumes that someone is coming to kill him as soon as the alarm goes off. He hides in his bedroom and waits for the assassins to find him, if they get past Evad Court's Security Guards. Unless talked down by the heroes, he fires on them as soon as they breach the safety of his bedroom.

The Security Guards shoot to kill. They take no prisoners. In addition, they are expected to give their lives for their clients, if need be, and they do not hesitate to interpose themselves between a client and an assassin. They use Cover when they can and work as a team to isolate and destroy intruders.

The guards at the desk in the lobby report their situation to central command within 2 rounds, if they are able. If they manage to call for help, an additional group of similar guards wearing Battle Armor and wielding Blaster Carbines arrive within five minutes of their call.

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

Evad Court is a high-security outpost nestled in the relative anarchy and chaos of Point Nadir's Fissure District. The front door is a standard alloy door that is meant to seem more or less innocuous (DR 10, 30 Hit Points, Damage Threshold of 25, Break DC of 30). while the internal foyer door, as well as the two rear exits, are metal airlock-quality doors (DR 10, 50 Hit Points, Damage Threshold of 30, Break DC of 35). The security room glass is resistant to damage, but not invulnerable (DR 10, 15 Hit Points, Damage Threshold of 10, Break DC of 25). The interior doors leading into the suites are standard wooden doors (DR 5, 25 Hit Points, Damage Threshold of 10, Break DC of 15).

#### **Conclusion**

The heroes should concentrate on getting Barin out of the safe house as quickly as possible. If they tarry for any reason, they encounter additional Security Guards who are better equipped than the guards they have just defeated. If they get in and out of the safe house within five minutes, they can easily disappear into the winding streets, alleyways, and passages of the Fissure District without attracting attention.

### Development

Barin is not aware that Evad Court is affiliated with The Sable Dawn. Had he known, he would have never gotten a suite at one of Evad's safe houses in the first place. As far as he knows, he is in a perfectly safe place- until the blaster bolts start flying. If a firefight erupts between the heroes and the Evad Court guards, Barin hides in his room and awaits his would-be assassins. When the players show up to rescue him, he thanks them for their trouble with a few well-placed shots from his Hold-Out Blaster Pistol.

The heroes must convince Barin that they were sent by Prello the Hutt to find him. They also must convince him that going with them is in his best interests- all before additional guards arrive from another Evad Court facility. This requires intense roleplaying on the parts of the players, not to mention a Persuasion check or two.

After they have gone a safe distance from the safe house, Barin questions the heroes about their mission. He is ultimately interested in recovering The Fell Star for Prello, and he tries to persuade the heroes that it is in their best interests to help him do so because Prello might give them extra compensation if they return with both Barin and The Fell Star. Given Prello's offer to the heroes, his assumption is truer than he knows.

*Continued in Part 4: Into the Mines*