Enhancing DoD: 9 - The Sword of the Empire *SPOILER*

Whether in planning beforehand or during the game session itself, almost every GM makes changes to a published module. Sometimes the changes are necessary, sometimes they just add to the fun.

What changes have you made to The Sword of the Empire? How did they turn out? Would you use these tweaks again or recommend them to another GM?

Feel free to post links to your session threads.

All modules:
The Traitor's Gambit
A Wretched Hive
The Queen of Air and Darkness
Echoes of the Jedi
The First to Strike
The Core of Corruption
A Reckoning of Wraiths
The Gem of Alderaan
The Sword of the Empire
Jaws of the Sarlacc

I can't even get my group past the first two encounters in Traitor's Gambit, but one concern I have about Sword: what if someone tries to revivify Master Denia and succeeds? The module seems to assume that the PCs are either going to be too stunned to do anything or they're going to go after Draco again. But there's always the possibility that some could try chasing Draco while one or more try to revive Denia. I really don't like to do "it happens this way because I'm the GM and I say so," because players hate it and it seems really arbitrary.

If Denia survives, I think you have the same problem that George Lucas had with Ben Kenobi in Ep. IV--after the Death Star/Citadel, there's nothing important for him/her to do. Lucas didn't seem to think Ben would join the assault on the Death Star; I don't know if that had to do with age or being a Jedi or what, but if those were sufficient to keep Ben out of that fight, they're probably sufficient to keep Denia out of the attack on the SSD. Besides, after being rescued people in SW tend to go on to do something great--what else is there for Denia to do besides welcome the PCs back and congratulate them for destroying the Sarlacc Project?
I can't even get my group past the first two encounters in Traitor's Gambit, but one concern I have about Sword: what if someone tries to revivify Master Denia and succeeds? The module seems to assume that the PCs are either going to be too stunned to do anything or they're going to go after Draco again. But there's always the possibility that some could try chasing Draco while one or more try to revive Denia. I really don't like to do "it happens this way because I'm the GM and I say so," because players hate it and it seems really arbitrary.

I'd do it the same way Yoda was handled in RotJ. Have her become "One with the force", her body just vanishes before they can make the attempt. Then, her force ghost can appear to the players once more in time of need in Episode 10.

It's still arbitrary, but it has grounds in canon, so that would even it out, IMO.
Yes, I am a defender apologist. A Rock and a Hard Place: A Warden Handbook
One thing that has bothered me about the modules is that the players never really learn that denia was Dracos master (unless you as a gm have her tell that to them, but then again, why would she?) Its a intresting tie in to the motivations of draco as for him to recapture her. Besides what was he doing BESIDES waterboarding denia? Was it for kicks and giggles? Its a very big plot hole, that I thankfully have wraped up, but for the rest of the player base / GM's might be wondering.

Also: In my game draco's aprentise was caught by the players, and I had denia on the resurgance take care of the captured dark jedi (only to be recaptured by draco as well) so shes going to be there as well. THTA was a great plot twist. =D
Re: Draco's special power

I'm keeping him level 18, then when he's at the nexus he gains two levels of stuff plus uberpower. I'm going to make it clear to the players prior to the fight that the amount of dark side energy he's been channeling in his rage to track down the players has caused his body to waste away. He's not looking so hot.

"Hey bozo, your cybernetics are showing!"
...the players never really learn that denia was Dracos master...

I would have this come out in dialog, from Draco at some point. More dramatic than from Denia. "So, you think my old master can help you learn enough about the Force to defeat me? Hah. Fools! She knows nothing of the power of the Dark Side!" Erm...or something like that.
M
One of the Jedi in my group had part of their backstory on Cato Neimoidia as a pilot, and he knew of Denia from the fighting. He was able to "remember" with a successful Galactic Lore check that she was Draco's master. That worked like a charm, making them want to confront her. :D
Wouldn't Denia have eavesdropped on the Draco/ Igren Demos holo conversation with the party back at the end of ep 2? I might just leave that aspect of their relationship out. It doesn't appear to be a factor here anyway.
"It doesn't appear to be a factor here anyway."

Well, with episode 9 it sorta does, becuase I feel that its draco not only getting back at the party but getting his old master to tourcher (and in my game case) getting her to tell him some sort of force secret or something that he'll later use @ episode 10
Well, with episode 9 it sorta does, becuase I feel that its draco not only getting back at the party but getting his old master to tourcher (and in my game case) getting her to tell him some sort of force secret or something that he'll later use @ episode 10

I like it...may have to steal that. Although it does seem within Draco's personality to torture Denia just for the sake of revenge (everyone who falls to the dark side seems to resent their master for "holding them back"), it makes more sense if he has another reason for doing it. Maybe he's trying to find out where the Quornah Holocron is, how much the Alderaanian Resistance knows about the Sarlacc Project, where the Resistance is based, who its leaders are, what they're planning next, or--getting the PCs more emotionally invested in the next encounter--where the PCs are and/or what their plans are. After all, who wouldn't feel extra pressure to save someone you know is enduring terrible pain to try to protect you? I do find it odd that Wizards didn't give a motive for Draco in this case.

I think the master-apprentice thing is a relevant relationship that heightens the drama. Think about what we see in the movies:
"NOOOOOOO!" -Obi-Wan when Qui-Gon is mortally wounded.
"You're the closest thing I have to a father." -Anakin to Obi-Wan
"He's like my father! But you heard Master Windu, he gave me strict orders to stay here." -Anakin about Obi-Wan
"Send me to kill the Emperor. I will not kill Anakin...He is like my brother." -Obi-Wan about Anakin
"You were my brother, Anakin. I loved you!" -Obi-Wan to Vader.

Denia and Draco spent years fighting side by side and probably saved each others' lives quite a few times. To have someone you were so proud of, someone you trusted and loved like a sibling or a child, and then see them become a servant of evil and turn against you would cause some major emotional trauma. Knowing the relationship between Denia and Draco gives personal meaning to goals of the campaign--defeating Draco will provide closure and bring peace to Master Denia, who surely feels terribly guilty over what he's become. Leaving that out means losing some depth from both those characters and missing some of the depth and emotional involvement we see in the movies. Tragedy is as much a part of the epic feel of Star Wars as heroism is (granted, we like heroism more :D).

Personally, I think I won't reveal the relationship until after Echoes of the Jedi. Doggone it, it's hard to come up with a good place and/or way to do it. I think I'll make Vril Vrakth in The First to Strike a Force-user who's working for Draco, trying to prove himself worthy of joining the Inquisitorius. During the fight, he'll say things like, "I sense you've been learning from a powerful Jedi. Break off the yoke. Learn the true power of the Force, as my mentor Draco did. Ah, you know that name? Valin Draco, the student of Jedi Denia, now a Jedi scourge himself?"

Come to think of it, one of my players claims he doesn't know if the Jedi who trained him is alive or dead. I think I'll turn Vrakth into that Jedi. Either way, I'm expecting (well, hoping for :D) some players to have to pick their jaws up off the floor.
So, getting back to the real point of this thread...I'm going to have Vrakth (or whatever his name turns out to be) pop up in The First to Strike, then replace the Trando merc captain in The Gem of Alderaan, and then finally turn up here for the PCs to rescue. He got accepted into the Inquisitorius, but he wasn't totally lost to the dark side, so he didn't have the stomach to be an Inquisitor. Draco was not pleased and tossed him in a cell, treating him like any other Jedi prisoner. If I can convince my player to switch destinies, I think I'll turn this into a Redemption destiny.
Draco was not pleased and tossed him in a cell, treating him like any other Jedi prisoner.

I am, admittedly, not 100% sure about how the Inquisitorious dealt with Jedi. But wasn't the point of their existence to wipe out the Jedi? Wouldn't they kill Jedi, not toss them in a cell?

Not a major point, because the rest of your storyline works great. Just thought I'd point that out if you want to consider it.
It could have been in disgust. He may not be cut out for the Inquisitorious but there might be other uses for him.
Good points, you two. I'm thinking Glacialis is dead-on. Draco's disgusted with this Jedi but believes he can make the Jedi into an Inquisitor (maybe) or some other tool (more likely) by smothering whatever sparks of compassion are left in him, so that's why he keeps him around.
In my DoD campaign, there are a total of five players. Two of them are Jedi, one of them is a saber master the other a force wizard...anyway, The saber dude has a UtF skill of +22, and the force wiz has one of +25. They also both have higher defenses than Draco. It's very likely that they can block/deflect anything Draco tries with saber and lightning, and their defenses are much higher than Draco's. Sure, Draco's tactics are to fight defensively, But that did not cut it.

I used these stats for Draco (modified them slightly):
Inquisitor Valin Draco CL 20
Medium Human Jedi 7/noble 2/Sith Apprentice 2/Force adept 7/Force disciple 2
Force: 8; Destiny: 3, Dark Side: 18; Strong in the Force
Initiative: +23; Senses: low-light vision, Perception +16
Languages: Basic, Bocce, Dosh, High Galactic, Honoghran, Huttese
________________________________________
Defenses: Reflex 36 (flat-footed 33), Fortitude 34 (vs. Force powers 36), Will 40
(vs. Force powers 42); Block/Deflect, Melee Defense
Hp: 137; Threshold: 34 (vs. Force powers 36)
Immune: mind-affecting effects
________________________________________
Speed: 6 squares
Melee: lightsaber +22 (3d12+10) or
Melee: lightsaber +20 (4d12+10) with Rapid Strike or
Melee: lightsaber +23 (4d12+10) against targets with Force Sensitivity or
Melee: lightsaber +21 (5d12+10) with Rapid Strike against targets with Force Sensitivity
Base Attack: +16; Grapple: +19
Attack Options: Acrobatic Strike, Rapid Strike, Whirlwind Attack
Special Actions: Affliction, Attune Weapon, Block/Deflect, Dark Presence, Demand Surrender, Empower Weapon, Melee Defense, Power of the Dark Side, Presence, Telekinetic Savant
Force Powers Known (Use the Force +29): battle strike, farseeing, Force disarm, Force grip, Force lightning (2), Force slam, Force thrust, move object (2), negate energy (2), rebuke (2), surge
Force Techniques: Force Power Mastery (Force lightning, Force grip, move object), Improved Move Light Object
Force Secrets: Devastating Power
________________________________________
Abilities: Str 10, Dex 16, Con 12, Int 13, Wis 18, Char 20
Special Qualities: Cybernetic Prosthesis, Indomitable, Master of the Dark Side, Prophet, Destiny Completion (education)
Talents: Affliction, Attune Weapon, Block/Deflect, Dark Presence, Demand Surrender, Empower Weapon, Force Focus, Inquisition, Power of the Dark Side, Telekinetic Savant (2)
Feats: Acrobatic Strike, Force Sensitivity, Force Training (3), Linguist, Melee Defense, Rapid Strike, Skill Focus (Initiative, Persuasion, Use the Force), Strong in the Force, Weapon Finesse (lightsabers), Weapon Focus (lightsaber), Weapon Proficiency (lightsaber, simple), Whirlwind Attack
Skills: Acrobatics +18, Initiative +23, Perception +16, Persuasion +25, Use the Force +29
Possessions: Valin Draco’s lightsaber (attuned, empowered, self-built, modified), Inquisitor’s robes, code cylinder, comlink, various personal belongings
________________________________________
Cybernetic Prosthesis—Inquisitor Draco has gained a cybernetic prosthetic, replacing his right eye. His cybernetic eye grants him low-light vision and a +2 equipment bonus to Perception checks. Because of this prosthetic, Draco now takes full damage from weapons and attacks that deal ion damage. He also takes a –1 penalty to Use the Force checks due to these replacements.
________________________________________
Master of the Dark Side–Inquisitor Draco is infused with the power of the dark side as a result of his time in the Citadel Inquisitorius, making him a more formidable opponent. Draco takes three turns every round. Roll initiative for him as normal; the result is the point in the initiative order in which he takes his turn. Draco also receives a full set of actions on that initiative count minus 10, and again on the original initiative count minus 20 (thus, if Draco rolls a 33 for his initiative, he gets a full turn on initiative counts 33, 23, and 13).
________________________________________
Destiny Completion (education): Inquisitor Draco has trained several apprentice Inquisitors during his time as a member of the Inquisitorius. One of the more important of these Inquisitors, is Jerec, who will become a major galactic player in the next few years. This completion of the education destiny has given Draco a +5 destiny bonus to his Use the Force skill.

The most obvious changes are his UtF skill, some talents, force powers and his class levels. I gave him Sith Apprentice levels to represnt what he learned from Darth Rivan's holocron. I decided to go with battle strike instead of dark rage, b/c i just don't see a master of the dark side going into a frenzy were he can't concentrate on his force powers. And, when I ran the encounter, I decided to have Draco fight slightly more aggressively. Draco probably dealt about a total of 300 damage points spread out to all 5 players, but none of them fell below half health. Draco did end up -3 steps down the condition track, and the module ended like it was supposed to. I was pretty happy with the outcome, myself.
Hello all,
Did anyone else notice this adventure also has an xp deficiency?
By my rough calculations, the heroes should reach 18th level just before the tower with one or two very minor plot friendly tweaks to parts one and two. Thus, I predict the Inquisitors tower will soon become alot scarier for an 18th level party. :D :D
I'm going to enjoy this...
May the Force be with you.
Heya all,
I've figured out what I'm going to do to fix tSotE. Here is what I've got...

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Fixing Sword of the Empire
This is my attempt to fix the XP deficiency in this adventure. I hope to have kept true to the mood, pacing, and flavour of the adventure.

Part 1: The Arrival

Page 21
Saving Seejo
Directly after the Imperial Sovereign Protectors are defeated by the heroes, four more Imperial Sovereign Protectors arrive.

Page 23
Prak City Security Force
Prak City Guard Squad should be CL 16. Increase the Prak City Squad Commander to CL 13.

Page 26
Curious Inquisitor
Prak City Guard Squad should be CL 16. Increase Inquisitor Jorad to CL 13.

Part 2: Underworld

No adjustment needed.

Part 3: Into the Citadel

Page 37
Citadel Security Team
501-Z Security Droid Squad should be CL 12.

Page 39
Storming The Tower
EL should be 19. Place among or replace any of the encounters along a route with the three High Inquistors. Use the High Inquisitors if you think your heroes need the extra challenge or experience.

(A) Office Level - High Inquisitor Gustaph, 3 Imperial Sovereign Protectors
(B) Training Level - High Inquisitor Stahlya, 3 Inquisitors, 3 training droids
(C) Prison Level - High Inquisitor Valric, 3 Inquisitors, interrigation droid

Page 19
Grand Inquisitor Hydra
Place Grand Inquisitor Hydra directly before Torture Chamber.

Page 43
Torture Chamber
Dark Side Nexus: Inquisitor Draco may call upon the power of this Dark Side Nexus twice to completely heal all wounds and conditions he is suffering, and restores his Force Power pool. This Dark Side power will also activate if Draco is lowered to 0 hp or less, or 5 or more steps on the condition track, though this counts as an activation. Every activation increases the users Dark Side Score by one. Every time Draco is defeated, the heroes earn a CL 20 experience award.

Read the following the first time Inquisitor Valin Draco activates the Dark Side Nexus:
Tendrils of crimson-and-black energy form from a point above the platform, and weave themselves around Draco, seeping into his wounds and causing them to close. He glows ruby red for an instant, then once again is standing before you, unharmed and refreshed. An evil smile creeps across his face.
"You will have to do much better than that!", then enters the frey anew.

Allow Force-sensitive heroes a chance (Use the Force DC 25) to sense the Force of this place:
You feel the Dark Side of the Force weaken here when Draco draws upon the Nexus. Perhaps forcing him to use all of this power will provide an opportunity to strike true.

Read the following the second time Inquisitor Valin Draco activates the Dark Side Nexus:
Once again, Dark Side energies coalesce around Draco, healing the wounds you can see through his torn and blasted robes. The Inquisitor begins to laugh insanely "You cannot defeat me!!! I am invincible!!! Join me! Turn to the Dark Side! I will extend you this offer once! Refuse, and be destroyed!!!" he roars, Force lightning surging up and down his body.
Give Force-sensitive heroes another chance (Use the Force DC 25) to sense the Force of this place:
Again you feel the power of the Dark Side here wane, and as Draco again stands renewed, the last of the Nexus's power ebbs and finaly fades. Now would be the perfect time to strike the final blow.



The remaining material will be posted here as it is completed. I will probably only playtest this twice, once with my test heroes, the second with my group. Could anyone out there please playtest these changes so I might get a better idea of what my work is like? Any feedback would be appreciated. Thanks for your help guys, and enjoy.
May the Force be with you.
Heya all,
I've figured out what I'm going to do to fix tSotE. Here is what I've got...

Show

Dark Side Nexus: Inquisitor Draco may call upon the power of this Dark Side Nexus twice to completely heal all wounds and conditions he is suffering, and restores his Force Power pool. This Dark Side power will also activate if Draco is lowered to 0 hp or less, or 5 or more steps on the condition track, though this counts as an activation. Every activation increases the users Dark Side Score by one. Every time Draco is defeated, the heroes earn a CL 20 experience award.

Read the following the first time Inquisitor Valin Draco activates the Dark Side Nexus:
Tendrils of crimson-and-black energy form from a point above the platform, and weave themselves around Draco, seeping into his wounds and causing them to close. He glows ruby red for an instant, then once again is standing before you, unharmed and refreshed. An evil smile creeps across his face.
"You will have to do much better than that!", then enters the frey anew.


Read the following the second time Inquisitor Valin Draco activates the Dark Side Nexus:
Once again, Dark Side energies coalesce around Draco, healing the wounds you can see through his torn and blasted robes. The Inquisitor begins to laugh insanely "You cannot defeat me!!! I am invincible!!! Join me! Turn to the Dark Side! I will extend you this offer once! Refuse, and be destroyed!!!" he roars, Force lightning surging up and down his body.



Any feedback would be appreciated.

Well, I know that if I were to do this with my group, once Draco healed the first time, they would instantly believe that he will heal *every* time. They would believe he is invincible. They would immediately stop trying to kill Draco, and start searching for a way to stop the nexus from healing him. This would be especially likely to happen after the second heal.

But maybe you intended that misdirection to be part of the challenge.

But if not, then I'd suggest making 1 of 2 changes (possibly both):

1) Make there be some way for the PCs to prevent the nexus from healing Draco.

2) Describe the healing process is such a way that they understand that it's taking its toll on Draco's body and that he can't take much more of it. Or else have the Force users in the party sense that the heal has drained some of the dark side energy of the nexus (implying that there is a finite amount, which will eventually run out, resulting in no more heals).
But maybe you intended that misdirection to be part of the challenge.

Spot on. I try to psyche the heroes a little to mix things up and enhance a roleplaying experience. I've gone along similar lines in a few other pieces of my work, with the antagonists offering a chance surrender, and emoting as to how hopeless the heroes situation is etc. The event, aided by the dialogue, may also encourage roleplaying (even if it is a one liner). In any case, no matter what is said and done, the lesson is that the heroes should push on and never give up. Thats one thing that makes a hero heroic.
I can see how what I've done can trip a party up. If the heroes go on a wayward tangent, maybe the GM can subtly guide them towards giving Draco one final attempt at defeat.
I'll add that when I took my test heroes through with the changes, they worked perfectly. They were just the right amount of challenge for a balanced, four member team and provided a most exciting Saga experience.
Thanks for replying and for the advice old benn, especially about Force-sensitives using Use the Force to divine its finiteness. That will go into draught 2. Thanks to those people who have offered advice or a kind work, though perhaps more people can draw upon your example to help the wider RPG gaming community simularly (even if it is a simple 'nice job').
Fixed. Thanks again old benn. :D
May the Force be with you.
I present to you all High Inquisitor Gustaph. Enjoy.
May the Force be with us all.

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High Inquisitor Gustaph

Challenge Level 20
High Inquisitor Gustaph is currently leading a patrol, only recently formed when the Citadels alarm rose. He had been training the three Imperial Sovereign Protectors when the Citadel became on high alert, and quickly used his authority to commandeer the trio and seek out the incursion.

Read-Aloud Text

Read the following text when the heroes encounter the patrol.
As you round a corner, the coridor diverges. Standing in the junction are three heavily armed and armoured figures, which you identify as Imperial Sovereign Protectors. They ready their double vibroblades to attack!

Read the following text if the heroes percieve the hidden threat (Stealth +22).
Next to one of the Protectors, hidden from view around one of the intersections corners, you just manage to spot a swish of black and red robes. A hooded head briefly peeks around the corner, only a tiny sliver visible, then swiftly darts back behind cover.

High Inquistitor Gustaph
No other being in the Galaxy knows anything of Gustophs past, and that is just the way he likes it, having killed or had killed those people who had known. What is known is that once he had been sought out by an Inquisitor unit, he was convinced of the righteousness of the Inquisitors cause. It is also common knowledge amoung the Inquisitorious that once indoctrionated into their ranks, Gustoph excelled in every possible way within their orginisation. Through his brief time there, he has risen through the ranks with cunning tenacity and sheer ruthlessness. He now enjoys a position of power and privelage previously unknown to him, which he intends on keeping regardless of any cost.
Before you crouches a slight man in a defensive stance, bathed in the glow of a ruby red lightsabre, and draped in the black and red robes of an Inquisitor. His lean features are harsh, and compliment the cruelty and coldness reflected in his dark eyes. Thin lips are twisted in a half-sneer, half-smile, revealing pearly white teeth. Slick black hair plasters his head in a typical Imperial style.
"I don't care how you got here and what you've done to do it. You now have two choices - surrender or die. You have impressed enough of us to warrant an invite to join us. However, I don't think that you will." His smile and voice becomes filled with even more evil and cruelty "Which makes what must be done that much more enjoyable.", before lunging to attack.


High Inquisitor Gustaph CL 18
Medium Human scoundrel 10/assassin 7/Force adept 1
Force 6; Dark Side 16
Init +18; Senses Perception +17
Languages Basic, Binary, High Galactic, Huttese
Defences Ref 36 (flat-footed 32), Fort 30, Will 37
hp 118; Threshold 30
Speed 6 squares; Running Attack
Melee lightsabre +18 (2d8+9) or
Melee lightsabre +25 (2d8+9 plus Sneak Attack) with Skirmisher and Acrobatic Strike or
Melee lightsabre +26 (3d8+9 plus Sneak Attack) with Skirmisher and Acrobatic Strike against Force Sensitives
Ranged blaster pistol +18 (3d6+9)
Base Atk +14; Grp +14
Atk Options Acrobatic Strike, Melee Defence
Special Actions Damage Reduction 10, Equilibrium, Power of the Dark Side
Force Powers Known (Use the Force +21): battle strike, cloak, mind trick, phase (2), surge
Abilities Str 10, Dex 18, Con 10, Int 16, Wis 16, Cha 14
Special Qualities mark +3
Talents Damage Reduction 10, Dastardly Strike, Equilibrium, Inquisition, Power of the Dark Side, Skirmisher, Sneak Attack +5d6, Sudden Strike
Feats Acrobatic Strike, Force Sensitivity, Force Training (2), Melee Defence, Point Blank Shot, Running Attack, Skill Focus (Deception, Stealth, Use the Force), Sniper, Weapon Finesse, Weapon Proficency (lightsabres, pistols, simple weapons)
Skills Acrobatics+18, Deception +21, Gather Information +16, Initiative +18, Perception +17, Persuasion +16, Stealth +22, Use the Force +21
Possessions lightsabre, Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

High Inquisitor Gustaph's Tactics
Initially, Gustaph attempts to hide from the heroes, and will activate his Damage Reduction 10. He will then try to catch any obvious Jedi or Force-users or the most dangerous known hero flat-footed in the surprise round, choosing them as his mark, using Dastardly Strike and Sneak Attack. He then uses acrobatics, Acrobatic Strike, Running Attack, Skirmisher, and Sudden Strike to activate additional Sneak Attack damage, and even battle strike to enhance that. If he is getting struck often, Gustaph will use Melee Defence. The High Inquisitor continues to do this, concentrating on one hero until he drops. Then, or if he is reduced to below 40 hp or 3 steps on the condition track, he initialises cloak, and uses phase to jump to another area. He then meditates for one minute to replenish his Force pool, uses whatever recovery or healing he has, then begins the hunt anew, using phase, Stealth and surge to ghost and harass the heroes with hit-and-run tactics. He continues to use these tactics until disabled. He will not retreat until his life is directly threatened, then reluctantly withdraws to fight another day.

Imperial Sovereign Protectors
These Imperial Sovereign Protectors are part of a larger group, sent here by the Emperor to recieve further training from the Inquisitors. These elite soldiers loyaly obey their superior officer to the death.

Imperial Sovereign Protectors (3)
(page 21 Dawn of Defiance 9:Sword of the Empire)

Imperial Sovereign Protector's Tactics
The sovereign protectors quickly engage the heroes in melee, attempting to pin them down with two attacks. If they hit often, they will use Power Attack, and use Harm's Way to protect their Inquisitor charge if he is targeted regularly.

Conclusion
Once the heroes have dealt with this threat, they can continue on with the raid through Citadel Inquisitorious to save Master Denia from the evil clutches of Inquisitor Valin Draco.

Fixed. Thanks again old benn. :D
May the Force be with you.

You're welcome. And thank you! To be honest, my group is only on DoD3, so I've only read a couple pages of DoD9. So I haven't given any thought to whether or not I'll actually use the suggestions you and others have made. But it's obvious that you've put a lot of time and effort into it. When I do finally get to this module, it will be great to have all of this material available. Nice job!
You're welcome. And thank you! To be honest, my group is only on DoD3, so I've only read a couple pages of DoD9. So I haven't given any thought to whether or not I'll actually use the suggestions you and others have made. But it's obvious that you've put a lot of time and effort into it. When I do finally get to this module, it will be great to have all of this material available. Nice job!

Thanks old benn. It's nice to hear (um, read) that someone appreciates what I've done. However, our wild ride isn't over yet, cause today I present to y'all High Inquisitor Stahlya. Hope ya enjoy.

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High Inquisitor Stahlya

Challenge Level 20
When the alarm in Citadel Inquisitorious was raised, High Inquisitor Stahlya had been instructing three Imperial Inquisitors in using the Force. Stahlya was unconcerned with the change in security, believing no-one would be foolish enough to attempt such a suicidal action. When word of the infiltration reached High Inquisitor Stahlya, she informed her imediate inferiors to continue training. She intents to wait for the incurisonists and confront them here.

Read-Aloud Text

Read the following text when the heroes enter the room.
Upon exiting the turbolift, you see four figures in black and red robes, all holding lit blood-red lightsabres. Their features are obscured by the depths of the hoods, yet you can feel intense stares of hatred and fear. Three diminutive spheres rotate slowly in the air, hovering perfectly still. One of the robed figures speaks, her rich femine voice clear and full of grim assertion.
"Somehow I suspect you are the ones causing this fuss". You sense the woman is smiling in the shadows of her hood. Then her voice becomes hard, "But know this, upstarts - now you can go no further" and she pulls back her hood...


High Inquistitor Stahlya
Stahlya spent much of her youth at the Jedi temple on Coruscant, as did most Jedi inititates of the time. When Order 66 hit, she was a young adult Padwan, out amoungst the Galaxy with her Master. Even though most of their clone unit had been destroyed in recent conflicts with sepratists when the order was given, the remaining clones managed to slay her master. However, he managed to defeat most of the remaining force before he fell, thus greatly increasing the chance Stahlya would survive the imediate future. She did, escaping the remaining clones without much trouble. Her greatest challenge, however, was coping with what she would learn about the extinct Jedi Order.
She spent months on the run, terrified of her pursuiers and the percieved power they had over her. Finally, when a unit of Inquisitorious caught up with her, she relented without a fight, consumed by her terrible fear. She quickly turned to the Dark Side, turning her fear into hate and rage, using it to fuel her newest ambitions and desires. With this new found focus, she poured every moment into her training, particularly lightsabre fencing. Before long, she became a master of her art, and reached the heights of a High Inquisitor with such haste as to shock her one-time tutors, now apparently her peers.
The woman standing before you in Inquisitors robes is quite beutiful, her black hair cut short to Imperial style, and emerald eyes that sparkle with a harsh edge and the crimson glow of her lightsabre. Her counternance belies the twisted nature of this woman, for her attractive face is contorted with fresh rage.
"The only way to pass here is to either defeat us or join us." The rage in her eyes wells to a brink "Though considering how many of my brothers and sisters would have fallen for you to get here, I hope you continue to choose poorly". With that, she ignites a second ruby lightsabre, and flourishes into a fighting stance.


High Inquisitor Stahlya CL 18
Medium Human Jedi 5/soldier 2/Force adept 3/melee duelest 8
Force 6; Dark Side 14
Init +18; Senses Use the Force +16
Languages Basic, Binary, High Galactic, Huttese
Defences Ref 36 (flat-footed 32), Fort 31, Will 34; Deflect
hp 145; Threshold 31
Speed 6 squares
Melee lightsabre +22 (3d8+15) or
Melee lightsabre +20 (4d8+15) with Rapid Strike or
Melee lightsabre +17 (5d8+15) with Improved Rapid Strike or
Melee lightsabre +22 (3d8+15) and
lightsabre +22 (3d8+15)
Ranged blaster pistol +21 (3d6+9)
Base Atk +17; Grp +17
Atk Options Improved Disarm, Melee Defence
Special Actions Power of the Dark Side
Force Powers Known (Use the Force +16): battle strike, dark rage, rebuke
Force Techniques Improved Move Light Object
Abilities Str 10, Dex 19, Con 12, Int 14, Wis 14, Cha 14
Special Qualities master of movement (4/encounter)
Talents Damage Reduction 10, Deflect, Dual Weapon Flourish I, Dual Weapon Flourish II, Empower Weapon, Equilibrium, Inquisition, Master of Elegance, Power of the Dark Side, Weapon Specialisation (lightsabre)
Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Force Sensitivity, Force Training, Improved Disarm, Improved Rapid Strike, Melee Defence, Rapid Strike, Weapon Finesse, Weapon Focus (lightsabre), Weapon Proficency (lightsabres, pistols, simple weapons)
Skills Acrobatics+18, Initiative +18, Knowledge (buerocracy) +16, Perception +16, Use the Force +16
Possessions empowered lightsabre (2), Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

High Inquisitor Stahlya's Tactics
Stahlya initially acitvates her Damage Reduction 10. Next round she uses dark rage, spending a Force Point to extend the duration. She then uses acrobatics to tumble to an advantageous position, then Dual Weapon Flourish II for two attacks. If she finds she is hitting often, or she is getting hit often, she will use Improved Rapid Strike, or Melee Defence respecively, then Dual Weapon Flourish I. She can also use Improved Disarm on a dangerous opponent and combine it with Dual Weapon Flourish I. Throught combat, she will also use any Swift Actions she has left to activate Improved Light Object to attack the heroes, most likely with the training droids. If under a dark rage, Stahlya will fight to the death.

Imperial Inquisitors
These Inquisitors have been trained by Stahlya before. Before the alarm, she wished to challenge their weaknesses. With the arrival of the heroes, she now wants to indulge in their strengths.
If the GM prefers to mix things up a little, it is suggested that any CL 13 Inquisitor presented here can be replaced, substituted for another Inquisitor build of the same challenge level. Here are some alternative Inquistors: Imperial Inquisitor (page 184 of the Force Unleashed Campaign Guide); Inquisitor Nolor (page 47 Dawn of Defiance 6: the Core of Corruption), Inquisitor Jorad (if you have made the enhancements - page 26 Dawn of Defiance 9: the Sword of the Empire); Imperial Inquisitor Tyloph (enhancements for Dawn of Defiance 7: a Reckoning of Wraiths); Imperial Inquisitors accompanying High Inquisitor Valric (enhancements Dawn of Defiance 9: the Sword of the Empire).

Imperial Inquisitors (3) CL 13
Medium Human Jedi 4/scout 3/noble 2/Force adept 4
Force 6; Dark Side 14
Init +14; Senses Perception +18
Languages Basic, High Galactic, Huttese plus one other
Defences Ref 29 (flat-footed 26), Fort 27, Will 29; Block, Dodge, Mobility
hp 93; Threshold 32
Speed 6 squares
Melee lightsabre +13 (3d8+6) or
Melee lightsabre +11 (4d8+6) with Rapid Strike or
Melee lightsabre +8 (5d8+6) with Improved Rapid Strike or
Ranged blaster pistol +13 (3d6+6)
Base Atk +10; Grp +10
Atk Options Acrobatic Strike, Improved Rapid Strike, Rapid Strike,
Special Actions Damage Reduction 10,
Force Powers Known (Use the Force +18): battle strike, dark rage, Force grip, mind trick, move object, rebuke
Force Techniques Improved Move Light Object, Improved Sense Force
Abilities Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 15
Talents Block, Clear Mind, Damage Reduction 10, Empower Weapon, Force Perception, Guage Force Potential, Inquisition
Feats Acrobatic Strike, Dodge, Force Sensitivity, Force Training (2), Improved Damage Threshold, Improved Rapid Strike, Linguist, Mobility, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficency (lightsabres, pistols, simple weapons)
Skills Acrobatics +14, Initiative +14, Knowledge (Galactic lore) +12, Perception +18, Use the Force +18
Possessions empowered lightsabre, Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

Imperial Inquisitor's Tactics
The Imperial Inquisitor initially activate their Damage Reduction 10, then each picks a likely Force-using opponent to Guage Force Potential. They will then activate dark rage, spending a Force Point to extend the duration. The Inquisitors then move to engage in melee, using Acrobatic Strike and Improved Rapid Strike. If they are missing with their attacks in combat, or if the heroes are using especially efficient tactics, an Inquisitor may use battle strike, Force grip or move object to break things up. Once under a dark rage, these Inquisitors fight to the death.

Marksman-H Combat Remotes
These common training droids were removed from the Jedi temple along with countless other items and artefacts. Like many of these treasures, they ended up within the Citadel Inquisitorious.

Marksman-H Combat Remote (3) CL 1
Diminutive Droid (4th-degree) nonheroic 3
Init +10; Senses Perception +1
Languages Basic (understand only), Binary
Defences Ref 19 (flat-footed 15), Fort 6, Will 10; Dodge, Mobility
hp 7; Threshold 6
Immune droid traits
Speed 1 square (hovering)
Ranged light blaster +6 (1d4 stun)
Base Atk +2; Grp -17
Special Actions Dodge, Mobility, Point Blank Shot
Abilities Str 3, Dex 18, Con -, Int 10, Wis 11, Cha 6
Feats Dodge, Mobility, Point Blank Shot, Weapon Focus (pistols), Weapon Proficiency (pistols)
Skills Initiative +10
Systems hovering locomotion, basic processor, weapon mount (stabilised)
Possessions light blaster
Cost 350 credits

Marksman-H Combat Remote's Tactics
The droids wait patiently for their master to give them a command. As a free action, an Inquisitor may order the droid to attack a hero, where it will then undergo its combat protocols, firing then moving, repeating this sequence until ordered to stop, become disabled, or destroyed.

Conclusion
Once the heroes have dealt with this threat, they can continue on with the raid through Citadel Inquisitorious to save Master Denia from the evil clutches of Inquisitor Valin Draco.



Today I introduce High Inquisitor Valric. Enjoy
May the Force be with you.

Show

High Inquisitor Valric

Challenge Level 20
This High Inquisitor was intensely occupied with his latest 'guest' when the Citadel Inquisitorious alarms were sounded. High Inquisitor Valric, three other Imperial Inquisitors, and an interrigation droid were busy with the tiresome questioning and conversion duties of the Inquisitorious. When the alarm was activated, the absurdity of a direct incursion had not occured to the High Inquisitor, and so left it to the Citadels other defences. However, on hearing word of the breach, he quickly calls his inferiors to him, and waits patiently for the agressors to present themselves.
The GM is encouraged to create a victim for these Inquisitors to be interrigating, now bound and helpless on a tilted and elivated medical table. The heroes may certainly choose to free the terrified captive, and could even play a part in the upcoming space battle in the next adventure Dawn of Defiance 10: Jaws of the Sarlacc if the right skills, feats and talents are present.

Read-Aloud Text

Read the following text when the heroes enter the room.
The turbolift opens, and you see four figures in black-and-red Inquisitors robes. Each one holds an ignited lightsabre in their black leather gloved hands, bathing the four in a ruby red glow. Their faces are covered by the darkness of the hoods. As you move, you see a helpless victim straped to a table through one of the doors. One of the figures seems to notice what you have observed.
"Do not worry about that one - you should be more concerned about yourselves." a steady male voice calls out to you. "I have seen those like you before, with great determination and skill. I have seen each of these beings fall, however. And now, unless you yield, so shall you." and he waits, ready to give the order to attack...


High Inquistitor Valric
Valric was once a general in the Clone Wars, leading his troops from victory to success and back again. When Order 66 fell, Valrics defensive capabilities proved superior to anything the clones could bring in a short time. It was during this assault that something dark ignited within Valric, and he began to unleash his darker side. During his rage, he slayed his entire squad with the new found power of the Dark Side. After his fall, Valric fled to hide somewhere deep in the Galaxy...
However, nowhere is far enough from the Inquisitorious. After months of hounding, Valric finally gave in. After more months of conditioning, he finally relented to the Inquisitors, fully adopting their indoctrine and becoming an Inquisitor. Since that time, he has never felt as comftable with the level of power and prestige he has acquired as he does now. Valric rose through the ranks quickly, and relishes the position he has.
The man in Inquisitors robes has a shaved head and thin eyebrows, hard deep-blue eyes, and a scowl filled with fear and rage. "Why are you here? Why are you destroying us?" his defensive stance shifts to another, crimson lightsabre poised again to defend. "We will stop you! No-matter what price we must pay!!! You will be destroyed!!!" his hand raises, crackling with Force lightning...

High Inquisitor Valric CL 18
Medium Human Jedi 7/Jedi Knight 5/Force adept 6
Force 8; Dark Side 16
Init +18; Senses Perception +17
Languages Basic, Binary, High Galactic, Huttese
Defences Ref 34 (flat-footed 30), Fort 30, Will 35; Block, Deflect, Shii-Cho, Soresu
hp 137; Threshold 30
Speed 6 squares
Melee lightsabre +21 (2d8+9) or
Melee lightsabre +16 (2d8+9) and
lightsabre +16 (2d8+9) with Double Attack or
Melee lightsabre +11 (2d8+9) and
lightsabre +11 (2d8+9) and
lightsabre +11 (2d8+9) with Triple Attack or
Ranged by weapon +20 (3d6+9)
Base Atk +16; Grp +16
Atk Options Double Attack, Improved Disarm, Melee Defence, Triple Attack
Special Actions Power of the Dark Side
Force Powers Known (Use the Force +22): Force grip (2), Force lightning (3), mind trick, move object (2), negate energy (3), rebuke (3)
Force Techniques Force Point Recovery (2), Improved Force Lightning, Improved Move Light Object, Improved Sense Force, Improved Sense Surroundings
Abilities Str 10, Dex 18, Con 10, Int 14, Wis 16, Cha 16
Special Qualities build lightsabre
Talents Block, Damage Reduction 10, Deflect, Equilibrium, Fortified Body, Power of the Dark Side, Shii-Cho, Soresu, Swift Power (2)
Feats Double Attack (lightsabre), Force Sensitivity, Force Training (4), Improved Disarm, Melee Defence, Skill Focus (Use the Force), Triple Attack (lightsabre), Triple Crit, Weapon Finesse, Weapon Proficency (lightsabres, simple weapons)
Skills Acrobatics+18, Initiative +18, Knowledge (galactic lore) +16, Perception +17, Use the Force +22
Possessions lightsabre, Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

High Inquisitor Valric's Tactics
Valric acitvates his Damage Reduction 10 on the first round. Next he uses his various defensive powers to fend off any attack the heroes have, while attacking them with Force powers, using Swift Power to get two attacks in per round. He also uses Improved Force Lightning and Improved Move Light Object to his advantage. He uses Melee Defence if engaged in melee combat and he is getting hit often. He only uses Double Attack and Triple Attack against weak opponents engaged with him in melee. Otherwise, he relies on the help currently at hand.

Imperial Inquistitors
These Inquisitors specialise in using the Force in interrigations, and have been doing so only very recently. They take pride in their work, and enjoy what they do immensely.
If the GM prefers to mix things up a little, it is suggested that any CL 13 Inquisitor presented here can be replaced, substituted for another Inquisitor build of the same challenge level. Here are some alternative Inquistors: Imperial Inquisitor (page 184 of the Force Unleashed Campaign Guide); Inquisitor Nolor (page 47 Dawn of Defiance 6: the Core of Corruption), Inquisitor Jorad (if you have made the enhancements - page 26 Dawn of Defiance 9: the Sword of the Empire); Imperial Inquisitro Tyloph (enhancements for Dawn of Defiance 7: a Reckoning of Wraiths); Imperial Inquisitors accompanying High Inquisitor Stahlya (enhancements Dawn of Defiance 9: the Sword of the Empire).

Imperial Inquisitors (3) CL 13
Medium Human Jedi 5/scout 2/noble 3/Force adept 3
Force 6; Dark Side 14
Init +13; Senses Perception +18
Languages Basic, High Galactic, Huttese plus one other
Defences Ref 28 (flat-footed 26), Fort 27, Will 30; Deflect
hp 87; Threshold 27
Speed 6 squares
Melee lightsabre +12 (2d8+6) or
Melee lightsabre +10 (3d8+6) with Rapid Strike
Ranged blaster pistol +12 (3d6+6)
Base Atk +10; Grp +10
Atk Options Improved Disarm, Melee Defence, Rapid Strike
Special Actions Cower Enemies, Equilibrium, Power of the Dark Side, Swift Power
Force Powers Known (Use the Force +19): Force grip (2), mind trick, move object, rebuke (2)
Force Techniques Improved Sense Surrounding
Abilities Str 10, Dex 14, Con 12, Int 13, Wis 14, Cha 16
Talents Adept Negotiator, Deflect, Equilibrium, Force Interigation, Force Persuasion, Power of the Dark Side, Swift Power, Unsettling Prescence
Feats Force Sensitivity, Force Training (2), Improved Defences, Improved Disarm, Informer, Linguist, Melee Defence, Rapid Strike, Skill Focus (Perception, Use the Force), Weapon Finesse, Weapon Proficency (lightsabres, pistols, simple weapons)
Skills Initiative +13, Knowledge (Social sciences) +12, Perception +18, Persuasion +19, Use the Force +19
Possessions lightsabre, Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

Imperial Inquisitor's Tactics
These Inquisitors attempt to stay away from melee combat, using Melee Defence and Improved Disarm to their advantage. They space themselves out to use Unsettling Prescence and avoid area attacks. Offensively they rely upon their Force powers, using Force Interigation to maximum effect. Otherwise they rely upon their persuasive abilities to succeed.

IT-O Interrogator Delux Model
This droid appears as a hovering black ball with a large red optic sensor, and it is focused on its victim at this time. It is an upgraded version of the IT-O Interrogator model, designed to get greater results in less time. Only its masters and victims would be able to attest to that.

IT-O Interrogator Delux Model CL 3
Small droid (2nd-degree) noble 3
Init +9; Senses darkvision, low-light vision; Perception +10
Languages Basic, Binary, High Galactic, Huttese, plus one other
Defences Ref 14 (flat-footed 14), Fort 11, Will 16
hp 25; Threshold 11
Immune droid traits
Speed 6 squares (hovering)
Melee electroshock probe +2 (1d8+1 ion)
Ranged blaster +2 (3d6+1)
Base Atk +2; Grp -3
Special Actions Demand Surrender, Presence
Abilities Str 8, Dex 11, Con -, Int 16, Wis 15, Cha 16
Talents Demand Surrender, Presence
Feats Linguist, Skill Focus (Gather Information, Persuasion), Weapon Proficiency (pistols, simple weapons)
Skills Deception +9, Gather Information +14, Perception +8, Persuasion +14, Treat Injury +8, Use Computer +9
Systems hovering locomotion, basic processor, 5 tool appendages, 1 claw appendage, locked access, vocabulator
Possessions electroshock probe, medpac, audio recording unit, video recording unit, blaster (treat as a blaster pistol)
Availability Military; Cost 20,000 credits

IT-O Interrogator Delux Model's Tactics
Initially, the droid does not enter combat. If ordered to, it makes full use of Presence, then Demand Surrender, then a volley of blaster bolts on any hero it is able to target. It cycles until ordered to cease, it is disabled, or destroyed.

Conclusion
Once the heroes have dealt with this threat, they can continue on with the raid through Citadel Inquisitorious to save Master Denia from the evil clutches of Inquisitor Valin Draco.

Hey all,
This is my last entry for fixing DoD 9. I present Grand Inquisitor Hydra. Enjoy.
May the Force be with you.


Show

Grand Inquisitor Hydra

Challenge Level 20
Grand Inquisitor Hydra had been on her way to confront Inquisitor Valin Draco when the alarm was raised within the Citadel Inquisitorious. She grabbed two Imperial Sovereign Protectors from a training room on her way to confront the intruders. As always, she is accompanied by her personal squad of upgraded 501-Z security droids.

Read-Aloud Text

Read the following text when the heroes encounter the Grand Inquisitor's party.
You sense that your objective is close. However, one last obstacle seems to block your path. A figure wearing Inquisitors robes stands surrounded by four security droids, each machine armed with a powerful stun rifle. Two Imperial Sovereign Protectors flank the squad, ready to attack at a moments notice. The robed one speaks in an icy female voice "You have come so far, only to fail now - because you will fail. I will ensure that you will go no further. Your incursion ends here!" and ignites her crimson lightsabre.

Grand Inquistitor Hydra
Hydra was a Jedi in her youth, before her life was drastically changed with Order 66. She managed to survive that holocaust, yet was claimed by the Inquisitorious. Her life changed drastically again when her mentor, Grand Inquisitor Malorum, died in 18 BBY. During this prosporous yet difficult time, Hydra had a business relationship with the Coruscant prosecutor Sano Savro. She was also sent with the Jedi traitor Ferus Olin to Alderaan to secretly further her own causes. In the months that followed, she became embroiled with the heroes daring antics, particularly the destruction of the Inquisitors tower on Imperial City. Since then, she has scoured her sources and the HoloNet for any mention of the heroes. With this incursion, she secretly hopes these are the heroes that have cause so much trouble in the recent past. Grand Inquisitor Hydra has secretly fantasied about this moment, and anticipates the confrontation greatly.
This attractive human female has pale white hair cut in a short style, a pert nose and lips, and peircing ice blue eyes. Her countanace reveals nothing, for she shows no emotion at all. Her lighsabre blazes by her face as she stands in a guarding stance. "Why will you not just DIE!!! We have done everything right, taken every precaution..." Her eyes gain new focus. "Join us! With you at my side, we could build the Inquisitorious anew, more powerful and influential than ever before. The Galaxy will bow before us; the Empire will be an absolute strength!!! Think about the possibilities!!! Join the Empire!!! Join Me!!!"

Grand Inquisitor Hydra CL 19
Medium Human Jedi 6/noble3/scout 3/Force adept 7
Force 10; Dark Side 16
Init +18; Senses Perception +17
Languages Basic, Binary, High Galactic, Huttese, Rhodese, Ryl, Mon Calamari
Defences Ref 35 (flat-footed 31), Fort 31, Will 38; Block, Deflect, Redirect Shot
hp 157; Threshold 31
Speed 6 squares
Melee lightsabre +19 (2d8+9) or
Melee lightsabre +24 (2d8+9) with Acrobatic Strike or
Melee lightsabre +22 (3d8+9) with Acrobatic Strike and Rapid Strike or
Melee lightsabre +19 (4d8+9) with Acrobatic Strike and Improved Rapid Strike or
Ranged blaster pistol +19 (3d6+9)
Base Atk +15; Grp +15
Atk Options Acrobatic Strike, Improved Disarm, Improved Rapid Strike, Melee Defence, Rapid Strike
Special Actions Power of the Dark Side
Force Powers Known (Use the Force +22): dark rage, Force disarm, Force grip (2), Force lightning (2), Force slam (2), Force thrust, move object (2), rebuke (2), surge
Force Techniques Force Point Recovery (3)
Abilities Str 10, Dex 18, Con 10, Int 14, Wis 16, Cha 16
Talents Block, Cower Enemies, Deflect, Force Interigation, Power of the Dark Side, Redirect Shot, Swift Power (4), Unsettling Presence
Feats Acrobatic Strike, Force Sensitivity, Force Training (4), Improved Disarm, Improved Rapid Strike, Linguist, Melee Defence, Rapid Strike, Skill Focus (Persuasion, Use the Force), Skill Training (Persuasion), Weapon Finesse, Weapon Proficency (lightsabres, pistols, simple weapons)
Skills Acrobatics +18, Initiative +18, Knowledge (galactic lore) +16, Perception +17, Persuasion +22, Use the Force +22
Possessions lightsabre, Inquisitor's robes, code cylinder, comlink, blaster pistol, various personal belongings

Grand Inquisitor Hydra's Tactics
Grand Inquisitor Hydra uses Cower Enemies on the heroes when in range, being careful to avoid the Protectors. She also activates Unsettling Presence and uses her defensive capabilities appropriately. Her main form of offense is her Force powers, and uses damaging powers to trigger Force Interigation. She also uses Swift Power often to fit another Force attack in a round. She uses Acrobatic Strike and acrobatics in melee, using either Improved Rapid Strike, or Melee Defence and Improved Disarm, depending on who is successfully hitting who. Once all of her offensive Force powers have been used, she activates dark rage and enters melee. Once she enters into a dark rage, Grand Inquisitor Hydra will fight to the death.

Imperial Sovereign Protectors
These Imperial Sovereign Protectors are part of a larger group, sent here by the Emperor to recieve further training from the Inquisitors. These elite soldiers loyaly obey their superior officer to the death.

Imperial Sovereign Protectors (2)
(page 21 Dawn of Defiance 9:Sword of the Empire)

Imperial Sovereign Protector's Tactics
The sovereign protectors quickly engage the heroes in melee, attempting to pin them down with two attacks. If they hit often, they will use Power Attack, and use Harm's Way to protect their Inquisitor charge if she is targeted regularly.

The Grand Inquisitors Private Guard
This security droid squad had its programing upgraded, at the request of the Grand Inquisitor and funded by the Inquisitorious. This squad has been permanently sequestered as the Grand Inquisitors Private Guard, which the Inquisitorious, as an organisation, had no trouble in allowing to occur. The droids now serve the Grand Inquisitor faithfully in their duties to protect and serve.

Upgraded 501-Z Security Droid Squad CL 15
Large droid (4th-degree) soldier 10/scout3
Force 2
Init +15; Senses low-light vision; Perception +20
Languages Basic
Defences Ref 32 (flat-footed 28), Fort 25, Will 25
hp 216; Threshold 45
Immune droid traits
Speed 6 squares (walking)
Melee stun baton +20 (2d6+9 stun)
Ranged stun rifle +20* (4d10+12* stun), 1-square splash
Base Atk +12; Grp +13
Atk Options Point Blank Shot, Power Blast, Precise Shot
Special Actions Battle Analysis, Harm's Way, Shake It Off
Abilities Str 12, Dex 20, Con -, Int 10, Wis 14, Cha 13
Special Qualities droid traits, squad traits
Talents Acute Senses, Armored Defense, Battle Analysis, Expert Tracker, Harm's Way, Improved Armoured Defense, Weapon Specialisation (rifles, simple weapons)
Feats Armour Proficiency (light, medium), Improved Damage Threshold, Point Blank Shot, Power Blast, Precise Shot, Shake It Off, Skill Focus (Perception), Skill Training (Perception, Survival), Weapon Focus (rifles, simple weapons), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +12, Initiative +15, Knowledge (tactics) +11, Perception +20 (can reroll, must take second result), Survival +13
Systems walking locomotion, basic processor, 2 hand appendages, improved sensor package, intergraged comlink, locked access, vocabulator
Possessions stun baton, stun rifle, duranium plating (+8 armour), holorecorder, holoprojector
Availability Restricted; Cost 24,000 credits
* Includes a 4-point Power Blast
Squad Traits - The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are considered to have a 1-splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or grappled.

Upgraded 501-Z Security Droid Squad's Tactics
The droid squad fires its powerful stun rifles at the heroes, attempting to bring them down quickly. The squad stays close to the Grand Inquisitor, and uses Harm's Way as soon as possible. The droids cycle through this routine until all targets are incapacitated, they are ordered to stop, are disabled, or destroyed.

Conclusion
Once the heroes have dealt with this threat, they can continue on with the raid through Citadel Inquisitorious to save Master Denia from the evil clutches of Inquisitor Valin Draco.

These are awesome.
I can't even get my group past the first two encounters in Traitor's Gambit, but one concern I have about Sword: what if someone tries to revivify Master Denia and succeeds

I say let them.

So she lives. The PCs are all stronger than her at this stage anyway, so it's unlikely she'll accomplish anything they can't already achieve. If the GM doesn't want her with them in Episode 10, then she can lead her own fighter squadron - the same thing she was doing back in the Clone Wars.
These are awesome.

Thanks Hal :D
May the Force be with you.
Maybe I'm missing something but WHy wouldn't Draco interrogate denia to find out more about the rebellion?

Varth is a great source of info but from episode 1 Verana told the players to keep him out of the loop in a need to know... for what turns out to be good reason... Draco has to figure that the only remaining Jedi Master had to be "on the In" with the palnning and execution of the fledgling rebellion. Isn't that enough motivation for him to interrogate her?

Jedi Dade
My problem is the lack of accomplishment in the adventure. You go to rescue her and she dies and you don't even kill the bad guy. It seems like the whole thing was a waste.

So, I set out to correct it. First I need something substantial for Draco to want from Denia. I decided that the Force techniques contained in the Jedi holocron enabling expanded Farseeing is what Draco wants. The holocron won't disclose them to him.

Before I begin Episode IX I'm going to send my characters a vision in the Force where they see Draco torturing Denia to acquire this knowledge while trying to get her to join him so that together they can destroy the Sith that brought low the Jedi Order and take control of the Empire. With these farseeing techniques he can find the plans and secrets of the Emperor and Vader and use them to bring them both down.

Once they rescue her before she expires she'll beckon the Force Sensitives over and impart information to their minds that she picked up from Draco using Farseeing that reveal the location and the state of completion of the SSD and the weakness it has. I'm also toying with creating a special Force Secret to give my Jedi Guardian from her before she becomes one with the Force and leaves them behind.

This connects Episodes IX and X and makes them feel like they are the ones leading events to the final battle as opposed to mucking about on an Inquisition base accomplishing little.
My problem is the lack of accomplishment in the adventure. You go to rescue her and she dies and you don't even kill the bad guy. It seems like the whole thing was a waste.

...

This connects Episodes IX and X and makes them feel like they are the ones leading events to the final battle as opposed to mucking about on an Inquisition base accomplishing little.

I like it. I'll definitely use this, or something similar. I'm going to wait until 10 is out, so I can see if there are more specific details about the SDD or its location that Denia can pass on before she dies.

Thank you!
One other problem I have with the adventure is the ease of the escape once the pick up takes place. Being the starting point of a major military base this makes no sense.

I've decided when I run it that I'm going to use it to tie up a plot line that probably won't come up in Episode X. My players have grown to despise the Assiduous, the Star Destroyer that routinely shows up to drive them away. I think I'm going to give them a chance to blow it up. Normally engaging a Star Destroyer is suicide but I've come up with a plausible method. (Note: My players have a large freighter with military capital ship shields so this may not go well for others).

When they take off they have a Star Destroyer start following. It's faster then the hero's ship so it's only a matter of time. I'll make sure the system is odd so that you have to exit hyperspace further out to remove all hope of outrunning it. As they flee Jekk Seejo recognizes the ship. He helped with the advanced training the ship underwent and created several simulations to train the crew. These simulation commands weren't removed as Draco had to activate the ship ahead of schedule to go to Felucia. Hoping they aren't down, Seejo sends a code that shuts down the ship's shields and weapon systems (part of the simulation). At that point the hero's can launch fighters and fight. The Star Destroyer will start scrambling it's squadrons as well. Each turn the Star Destroyer activates 10 points of it's shields in addition to repairs (if it does any). They also activate one weapon battery (I'll determine randomly).

This ends the Episode with a bang and I think it will make a worthy following to the battle with Draco.
I agree with the ease of escape. However, wasn't Seejo an Incom employee?
Hoping they aren't down, Seejo sends a code that shuts down the ship's shields and weapon systems (part of the simulation).

I'm not clear on how a code shuts down shields. If you follow the movies (and you might now), shields were human operated (the ship has a crew of thousands). Even for something like the Death Star II, the operators had the choice of opening the shield upon confirmation of the code clearance - meaning they were going to check the code against their own library. There was human judgment involved. I would think if you could so easily run a Star Destroyer with a flick of a switch, you wouldn't need the large crew. Moreover, it sounds a bit like you are describing some kind of remote slave technology, hooking the SD up to a slaving rig (taking control of the other ship remotely). Implausible.

That's not to say you couldn't work it out though.
I'm not clear on how a code shuts down shields. If you follow the movies (and you might now), shields were human operated (the ship has a crew of thousands). Even for something like the Death Star II, the operators had the choice of opening the shield upon confirmation of the code clearance - meaning they were going to check the code against their own library. There was human judgment involved. I would think if you could so easily run a Star Destroyer with a flick of a switch, you wouldn't need the large crew. Moreover, it sounds a bit like you are describing some kind of remote slave technology, hooking the SD up to a slaving rig (taking control of the other ship remotely). Implausible.

That's not to say you couldn't work it out though.

Normally, yes, such a code wouldn't do such a thing. However, the idea I'm running with is that Seejo worked as a subcontractor during the training of the ship's crew. The simulation team installed a series of codes that would cause shutdowns or difficulties in systems to test the crew's ability to respond to a crisis situation. The simulation team observes from off the ship and sends the codes to create the situations the ship must face (simulating battles, malfunctions, etc). One of these causes a total shield and weapons shutdown. This simulation would test the crew's ability to quickly get their guns back online and their shields back up. Normally, such simulation software would be removed once the training was completed but the Assiduous was rushed into service before the team removed the codes.
I agree with the ease of escape. However, wasn't Seejo an Incom employee?

Yes, I could see the Empire using Incom employees to design testing simulations for a new ship. They are skilled starfighter designers and would be used to create simulation attacks using their starfighters (at the time the sheer number of Z-95's would make them an obvious attacker).
One other problem I have with the adventure is the ease of the escape once the pick up takes place. Being the starting point of a major military base this makes no sense.

You could do something similar to the Escape from Imperial City encounter run that I created in the Enhancing DoD: Episode 7 thread.
May the Force be with you...
You could do something similar to the Escape from Imperial City encounter run that I created in the Enhancing DoD: Episode 7 thread.
May the Force be with you...

Read over it, interesting. I might use some of the ground stations you used at some point. I'm curious at how the ship you gave survived the Golan platforms. 5 to 10 turbolaser batteries a round is very dangerous.

I added a combined encounter to Episode VII where spacetroopers boarded them and a Gamma class shuttle attacked to combine ground and space combat. I gave them a transponder identifying them as a priority military transport that fooled most of the Imperial ships to explain the escape.

I might add an atmospheric escape using ground emplacements and cloud car or Ties but I don't think Golan platforms make sense on this planet yet.

I'm currently working on figuring the Tie complement of the Assiduous. I figure one ace squadron with Tie prototypes, one expert, one skilled, one normal, one untrained (training squadron), and one squadron of skilled Tie Bombers. As the Assiduous was not expecting to go into battle it will launch three fighters from a random squadron every turn as the pilots rush to the bays.

Launch (d8):
1: Ace (Tie Prototypes)
2: Expert (V-Wings)
3: Skilled (Tie Fighter)
4: Normal (V-Wings)
5: Untrained (Tie Fighter)
6: Skilled (Bombers)
7-8: No launch but roll again next turn.
Read over it, interesting. I might use some of the ground stations you used at some point. I'm curious at how the ship you gave survived the Golan platforms. 5 to 10 turbolaser batteries a round is very dangerous.

Actually, it was two groups of 5 to 10 turbolaser batteries a round. :D The ship provided, the Quicksilver Storm, has combat thrusters, meaning the turbolasers needed to roll 20's to hit. Don't get me wrong, every time I rolled for the platforms my heart skiped various beats, especially when those 20's came up. Let me just say that DP's are wonderful get out of jail free cards. :D

I might add an atmospheric escape using ground emplacements and cloud car or Ties but I don't think Golan platforms make sense on this planet yet.

I consulted wookiepidia for Coruscants defences, and went from there. I suppose someone could do the same for Prakith. Go with whatever you find, I suppose. Maybe some of the older star wars books have a more comprehensive listing of Prakiths defenses for this time. Perhaps finding what defences Prakith will have at it's height could supply a base and scale back from it.

I'm currently working on figuring the Tie complement of the Assiduous. I figure one ace squadron with Tie prototypes, one expert, one skilled, one normal, one untrained (training squadron), and one squadron of skilled Tie Bombers. As the Assiduous was not expecting to go into battle it will launch three fighters from a random squadron every turn as the pilots rush to the bays.

Launch (d8):
1: Ace (Tie Prototypes)
2: Expert (V-Wings)
3: Skilled (Tie Fighter)
4: Normal (V-Wings)
5: Untrained (Tie Fighter)
6: Skilled (Bombers)
7-8: No launch but roll again next turn.

Looks good. When you've figured the numbers out, I'll grab a copy.
May the Force be with us all...
Actually, it was two groups of 5 to 10 turbolaser batteries a round. :D The ship provided, the Quicksilver Storm, has combat thrusters, meaning the turbolasers needed to roll 20's to hit. Don't get me wrong, every time I rolled for the platforms my heart skiped various beats, especially when those 20's came up. Let me just say that DP's are wonderful get out of jail free cards. :D

I was under the impression that Combat Thrusters let you dogfight with fighters. I didn't think they added the -20 for turbolasers to hit. Is that correct.

I also don't use destinys in my games so no destiny points. I find that they're just too powerful. When the BBEG shows up it's a small thing for everyone in the party to auto-crit him.
I was under the impression that Combat Thrusters let you dogfight with fighters. I didn't think they added the -20 for turbolasers to hit. Is that correct.

They do. Check out pg 40 SotG for the Combat Thruster description.

I also don't use destinys in my games so no destiny points. I find that they're just too powerful. When the BBEG shows up it's a small thing for everyone in the party to auto-crit him.

My players are close to the end of episode II, and so far DPs have been spent to; avoid blows that could down the hero; act out of turn to use the Force on a grenade to throw it back on some storm troopers; when confronted with a band of toughs, one hero spent a DP to act out of turn and another to crit a thug in order to intimidate the group. If DPs are used in a campaign, you'll find they get mostly used up before the BBEG anyway.
May the Force be with you.