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3,720 to 1 Adventure Module data created by Sterling Hershey (source).
This adventure is designed to run in a single evening or convention slot, but may be expanded or altered by the Gamemaster to fit a home campaign. This is a classic era adventure, but may be adapted to other eras by changing some names, titles and a few Droids.
The adventure includes six 9th level pregenerated player characters, highlighting the Unknown Regions and Scavenger's Guide to Droids. It also uses Talents, Feats, and more from other Saga Edition books.
Adventure Background[]
Rebel agents have infiltrated an Imperial scout mission into The Unknown Regions. The Imperial mission is led by a local political leader, nominally to raise his profile and extend his sphere of influence into The Unknown Regions that border his area of space in The Outer Rim. The exact starting location is not important, the Gamemaster may pick any similar area to set the game. In reality, the Imperial leaders are originally from The Unknown Regions, and created the mission as cover to secretly return.
The unusual nature of the mission's purpose and political origin has not gone unnoticed. An Imperial Security Bureau agent has infiltrated the crew while investigating the leaders. The Rebels have also infiltrated the mission, riding into The Unknown Regions on the Imperial's ship, while planning to make off with a smaller scout ship to continue their own search for allies and base locations in the area.
The efforts and goals of all three groups collide at the start of this adventure. This is a very fluid adventure. How it unfolds greatly depends on the player character's actions when encountering the Imperial leaders and, eventually, the ISB agent. An outline of events is given below. They they will occur more or less in order, but who is on who's side and at what time will vary, depending on how the player characters play their parts- as loyal Imperials, aggressive Rebels, or something else entirely.
Adventure Characters[]
The following are significant Gamemaster characters used in 3,720 to 1.
Imperial Mission Leaders[]
- Lord Co Talo: Near-Human mission organizer, commander and Imperial politician. He is cunning and manipulative, with an icy coolness to his demeanor.
- Captain Merod: Near-Human, Lord Talo's advisor and friend. He is steadfastly loyal to Talo and very protective of him and Sar.
- Lin Sar: Near-Human, Unknown Regions expert scout. The most irrational of the three, and prone to angry outbursts. Use the stats of Captain Merod, or similar stats with moderate Force abilities.
Motivations: The Imperial leaders are not true Imperials, and never have been. They are some of the few surviving members of the Blackshackle Fleet, and part of The Blazing Chain. After the destruction of the Blackshackle Fleet, these survivors fled into known space as the Empire was taking power. They quickly integrated themselves into the chaotic Outer Rim society and worked their way up in the local political scene, until their leader became known as Lord Talo, a loyal, local Imperial politician.
Now years later, Talo has planned their return to The Unknown Regions by personally overseeing an official Imperial scouting mission, using a scout ship carrier called The Star Hunter to transport themselves into the territory. They plan to take a smaller ship, The Distant Star, to meet surviving Blackshackle members.
Talo, Merod, and Sar believe the player characters to be loyal members of the Imperial Scout Corps, to be used solely to achieve their personal goals. Should they discover they are Rebel agents, they will not view them any differently, though they might use the information when dealing with ISB Agent Arko. They will defend themselves if attacked.
Imperial Security Bureau Officer[]
- Emik Arko: Human. He is focused and loyal to the Empire. He trusts no one aboard and is willing to use everyone else to his advantage.
Motivations: Agent Arko is an experienced, ambitious ISB agent intent on gaining enough notoriety in The Outer Rim to earn a promotion to a more important position. Arko's skill paid off when he learned that Lord Talo was arranging what amounted to a personal mission into The Unknown Regions using Imperial resources. However, Arko was unable to tie all the leads together before The Star Hunter's departure, so he joined the mission as a scientific specialist.
He suspects Talo, Merod, and Sar to be Rebel agents or corrupt Imperials seeking to make off with a small fortune into deep space. He wants to capture them and return to Imperial space. He suspects they will use The Distant Star, and has taken steps to use its onboard systems and Droids to spy on them from a large crate hidden in the cargo hold.
Arko has been so focused on the mission leaders, he has not detected the Rebels. If he does, he views them as a major threat and will attempt to apprehend them if possible, or eliminate them if needed. He will be very interested in their reactions to the Imperial leaders.
Droids[]
The Distant Star's complement of Droids is listed below. Lord Talo and his staff depend on them to carry out repairs and other tasks. The Droids are nominally loyal to the Empire, but Agent Arko has superseded their programming, making them ultimately loyal to him and carrying out his orders.
He has installed tracking devices and hidden cameras, enabling him to follow any conversation when they are present. While the number and type of Droids is important, the GM may substitute exact models or increase their CL as needed if more robust combat is desired.
- Astromech: R3-29 (R3-Series Astromech Droid), R2-03 (R2-Series Astromech Droid), R5-82 (R5-Series Astromech Droid)
- Probe: AS23-33 (AS23 Aerial Survey Droid), M38-E (M38-Series Explorer Droid), Viper V9h (Viper-Series Probe Droid)
- Protocol: M-3P0 (M-3PO-Series Protocol Droid)
- Security: M VII Seeker (3; Mark VII "Inquisitor" Seeker Droid)
- Service: CZ-70 (CZ-Series Secretary Droid), MEV-3n (MEV-Series Medical Droid), G2-11 (G2 Repair Droid)
Blackshackle Crew[]
- Gan Lonno: Captain, aggressive and eager to rebuild the Blackshackle Fleet. He will do anything to reunite with Talo and his cohorts. Use the stats of Lord Co Talo or stats with similar Force abilities.
- Fason, Toli, Menzal: Crew. Tough, fearsome and loyal to Lonno and the Blackshackle Fleet. Tainted by The Dark Side. Use the stats of Captain Merod, or similar stats with moderate Force abilities.
Motivations: The Burning Comet crew are determined to bring the Blackshackle survivors on board and depart as soon as possible. They care nothing about the Empire, Rebellion, or their agents.
Pregenerated Characters[]
Included within 3,720 to 1 are six characters statblocks useable by the players to seamlessly blend within the Adventure Module. Each have a Heroic Level of 9, spanning a variety of builds and styles.
- Hove Rala: Shistavanen Scout 9; This character is built for movement during combat. You gain bonuses to defense for moving and attacking at the same time, as well as gaining movement from triggered actions.
- You can fire into crowded combat areas without difficulty and inflict additional penalties against those you hit.
- Serlo Vesk: Sluissi Scoundrel 9; This character is built for shipboard combat, gaining bonuses for fighting aboard a Starship. Additionally, you gain attack bonuses for movement during combat and for using your personally modified weapon.
- Valk Alon: Human Noble 9; This character is built for aiding others during combat. You can swap various die rolls, influence the Initiative Order and bolster them when they go down. You are also highly skilled in Deception.
- Keer Nabios: Duros Soldier 7/Vanguard 2; This character is built for flying Starships and fighting in tight quarters, granting and gaining bonuses for nearby allies.
- Taeon Skywalker: Near-Human Scout 7/Medic 2; This character is built for ease of movement around the battlefield. You can move faster and with fewer terrain penalties, making it easier to get to wounded allies. You can also defend yourself well with your Blaster Pistol.
- SC-E6D: 4th-Degree Scout 4/Independent Droid 5; This character is built for stealth and self-defense, Droid style.
Adventure Map[]
The Gamemaster should use a Colossal sized Starship for this adventure. As the entire adventure takes place onboard the ship, the deckplan should fit on the tabletop, so everyone can move their minis around as needed, and it is clear where each character is at any given moment. The Exodus-Class Heavy Courier is ideal for this purpose (here).
However, any ship that fits on a roughly 24x36 battle grid will work as long as it has the following areas: command center, 2 cargo holds, engineering, escape pods, and rooms that can double as droid repair bays and probe droid holding areas. It should have halls and rooms where characters may be contacted or attacked without the entire ship becoming instantly aware of it.
A second ship map may be useful if you believe that the player characters will board The Burning Comet.
Adventure Events[]
Instead of providing a detailed breakdown of each encounter, each major event of this adventure is summarized below. As the the actions and reactions of the various gamemaster characters are highly dependent on the player character's decisions, this allows the GM to adapt gamemaster character reactions as needed and still keep the overall story line moving forward. Additionally, the GM is free to use Perception and other skill checks as needed as the characters search and use the ship.
Prior Events[]
- Agent Arko sneaks aboard Distant Star to sabotage the Hyperdrive and keep the Imperial leaders from escaping.
- Rebels sneak aboard to stash supplies in a cargo hold.
- Imperial leaders sneak aboard, enter the cockpit and take off.
- Agent Arko manages to only partially sabotage the Hyperdrive before fleeing to his secret surveillance station in a cargo hold other than the one the player characters are using.
- The Imperials activate The Star Hunter's self destruct to cover their tracks with the Empire and assume the ship will eventually be listed as another casualty of The Unknown Regions.
- The Rebels in the hold feel the sudden acceleration as the ship departs the landing bay, but are unaware of The Star Hunter's destruction.
- Agent Arko activates his Spy Droids and ship's security system in time to see the The Star Hunter explode, but doesn't know who is responsible.
- Before anyone can do anything else, The Distant Star immediately jumps to Hyperspace, but the semi-sabotaged Hyperdrive jolts the ship violently, knocking out the crew for several hours.
Adventure Start[]
- Crew awakes- Imperials and Agent Arko awake before the Rebels.
- Rebels move- They likely go to cockpit and/or engineering.
- Cockpit- Hatch is unlocked, Imperial leaders not expecting anyone aboard. All three leaders, R3-29 and M-3P0 present.
- Leaders react to Rebels' lead. Their cover story is that they fled The Star Hunter moments before a Rebel explosive destroyed the ship. No lifepods detected. They're heading to the nearest suspected settlement based on Probe Droid sensor logs (this is a lie- they know where their rendezvous point with The Burning Comet is supposed to be).
- They are off course in an asteroid field due to a Hyperdrive malfunction they haven't investigated yet (true, but the rendezvous point is on opposite side).
- Lord Talo will attempt to order the Rebels around as subordinates if possible. He hopes to overpower them if needed once they meet up with The Burning Comet. They fight only if attacked, and don't hesitate to use their Force abilities, especially as surprise attacks.
- If the Rebels reveal themselves to be Rebels, Lord Talo attempts to broker a deal for their help in exchange for information on The Unknown Regions. He is stalling for time, hoping The Burning Comet will arrive before any fighting begins.
- Engineering- Mechanics DC 25, Hyperdrive is wrecked but repairable with 2 days of work, DC 30. R2-03 and G2-11 can also provide this info and are already working on damage to other systems from the Hyperdrive's electrical overload.
Asteroid Field[]
- After the Cockpit and Engineering encounters- the ship enters a more violent section of the asteroid field. Several hit the ship (10d6 damage), possibly reducing the ship's Dexterity and requiring immediate repairs by the crew. Afterwards, the Rebels should make DC 15 Pilot or Perception rolls to figure out that either the steering is damaged, and/or the pilot isn't very good. They may convince the Imperials to admit they're depending on the R3 pilot, who can't handle the asteroid field.
- If Rebels play the part of loyal Imperials, Agent Arko tells one of the Protocol, Secretary or Service Droids capable of speech to try to question one the Rebels and see where their loyalties lie. The Rebels should naturally think the Imperial leaders are checking up on them. The Droid should suggest that the Imperial leaders are corrupt or possibly Rebel agents and see what happens.
- If the Droid thinks the character is trustworthy, it hands him or her an encrypted Comlink. Agent Arko speaks through it to try to convince them to help him capture the Imperial leaders.
- If the Rebels reveal themselves as Rebels, Agent Arko uses the Droids to make it appear that the leaders are trying to get rid of them by attacking them. Arko also believes they might be responsible for the destruction of The Star Hunter.
- If Rebels play the part of loyal Imperials, Agent Arko tells one of the Protocol, Secretary or Service Droids capable of speech to try to question one the Rebels and see where their loyalties lie. The Rebels should naturally think the Imperial leaders are checking up on them. The Droid should suggest that the Imperial leaders are corrupt or possibly Rebel agents and see what happens.
- The ship continues to traverse the asteroid field, make Pilot checks as needed to navigate the hazards and avoid collisions, typically DC 20 to 30. Either the R3 or another player character may Aid Another as a Copilot.
- If a player character ends up piloting during most of the adventure, allow them to get up during brief breaks in the asteroid field so they can participate in other ways if so desired. Also, the pilot may be the first to see/detect the arrival of the Blackshackle ship (below). Play it up as an unknown vessel, especially at a dramatically appropriate moment.
- Use the JumpMaster 5000 Scout Ship with an added Laser Cannon or a similar ship for The Burning Comet stats.
- Investigations of any destroyed or disabled Droids reveals Arko's espionage equipment with a DC 25 Mechanics check. The player characters may also detect Arko's use of the ship's security system with opposed Use Computer checks. His Droid control is through a separate wireless system.
- Searches of the ship for Arko's location require a DC 40 Perception check in the proper cargo hold, reduced if they can track the Droid's communications signals. They may discover the data links from the ship to the Arko's crate.
- Once Arko is discovered, he uses all of the Droids to attack the player characters and defends himself accordingly.
The Burning Comet[]
- The Blackshackle ship Burning Comet arrives in the area (or The Distant Star arrives at the rendezvous). PCs in the cockpit detect its arrival visually or with sensors. The Imperials will want to dock with it, nominally to secure help for their damaged ship. The Blackshackle all speak Sy Bisti, which the Imperials know but the Rebels and Agent Arko do not. This might be a clue that they know each other.
- Once docked, all bets are off- the Imperials may attack the Rebels before or after the crew boards the ship. They want The Distant Star for themselves. However, if they are close to being defeated, they'll cut their losses and flee aboard The Burning Comet.
- If the Imperials leaders are revealed/defeated before The Burning Comet arrives, the ship still tries to dock, and will attack The Distant Star's engines in an effort to disable it. If the heroes detect the ship, a space battle through the asteroid field begins.
- If the player characters try to talk their way out of it, they may be able to negotiate a swap or other nonviolent end to the encounter.
- Agent Arko will battle against the Blackshackle crew if needed, but flees if he has no hope of winning in the long run.
Final Escape[]
- Final escape- if needed, the Imperial leaders can flee using an escape pod and hope The Burning Comet picks them up. Arko has no escape route, but may surrender if all hope is lost.
- If the Rebels win, they may gain control of both ships, or may flee aboard one or the other if the opportunity arises. They may continue their mission as they see fit.
- If the Rebels lose, they may find themselves captured by the Blackshackle crew and held until they are freed in the future by another Blazing Chain attack. Alternatively, they may be captured by Agent Arko and brought back to Imperial space.