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POSITIVE ID.QXD
Positive ID
A Free Star Wars
Mini-Adventure For Any Era
By JD Wiker
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DESIGN
JD WIKER
“Positive ID” is a Star Wars Roleplaying Game mini-adven-
ture for four player characters of 6th level, though it can be
adjusted for heroes of any level. It is designed for use in the
Rebellion Era, but it can easily be adapted to the Rise of the
Empire period or The New Jedi Order Era. “Positive ID” puts
the heroes in the middle of a Nar Shaddaa nightclub stuffed
full of all manner of aliens from the Ultimate Alien
Anthology . When something goes wrong, the heroes will
need their combat prowess to get clear, but a good Spot
check and Knowledge (alien species) is vital, as well.
If you plan to play a character in this adventure, don’t
read any further. The information below is meant for the
Gamemaster’s eyes only.
To play this adventure, you need a copy of the Star Wars
Roleplaying Game revised core rulebook and the Ultimate
Alien Anthology sourcebook.
EDITING
RAY AND VALERIE VALLESE
CARTOGRAPHY
ROB LAZZARETTI
TYPESETTING
NANCY WALKER
WEB PRODUCTION
JULIA MARTIN
WEB DEVELOPMENT
THOM BECKMAN
ART DIRECTION
ROB RAPER
Background
LUCAS LICENSING EDITOR
MICHELLE VUCKOVICH
This section contains a synopsis of the adventure, informa-
tion on adjusting “Positive ID” for different eras of play, tips
about aliens, details about the Corusca Gem Casino, and
ways to get the heroes involved.
STAR WARS RPG DESIGN MANAGER
CHRIS PERKINS
VICE PRESIDENT AND DIRECTOR OF RPG R&D
BILL SLAVICSEK
Adventure Synopsis
The heroes need to purchase something a little . . . under
the table. The Hutt to see on Nar Shaddaa is Torga, but
Torga is fairly paranoid after a recent death threat. Torga
arranges for the heroes to talk to his lieutenant, a Zabrak
named Nak Simm. Nak is a good judge of character; if he
decides he can trust the heroes, he has permission to bring
them to Torga’s estate: an extravagant penthouse apart-
ment in a well-to-do neighborhood of Nar Shaddaa. Torga
explains this to the heroes via comlink, and then tells them
not to bother him until they’ve been cleared by Nak.
But en route to the meeting, Nak is murdered by a
Clawdite assassin working for Moska, another Hutt who
wants to take over Torga’s spice-smuggling operations.
Moska can pull it off if Torga doesn’t meet with Jolla,
another Hutt seeking an alliance with Torga. Moska’s goal
is to foil that alliance without actually eliminating Torga,
since Hutts disapprove of assassinations (of other Hutts,
anyway). However, if Moska can make Torga look incom-
petent in front of Jolla, or if he can convince Jolla that
the assassination attempts against Torga make him too
big a risk to Jolla’s own safety, then Torga loses, and
Moska wins.
The Clawdite assassin, Nomo Sliken, murders Nak and
assumes a Zabrak form (though not specifically Nak’s), and
then shows up at the meeting with the heroes. He tries to
give the heroes such a hard time that they can’t help but
refuse, thus ruining the deal and making Torga look incom-
petent. But before the meeting is concluded, Nak’s body is
found, Torga is notified, the heroes are presumed to be
responsible, and a party of his thugs burst in, looking to
drag them off to face Torga’s justice.
In the confusion, Nomo rushes into the crowd and tries
to slip away, assuming a number of disguises in an attempt
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002
This d20 System™ game utilizes mechanics developed for
the new D UNGEONS & D RAGONS ® game by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, and Peter Adkison.
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and the d20 System License, please visit www.wizards.com/d20.
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Any similarity to actual people, organizations, places, or events
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to lose himself. To prove their innocence, the heroes have to
catch Nomo before he gets outside.
You can use the following descriptions to give the players
a clearer picture of what the Corusca Gem Casino looks like.
Read these aloud as the heroes explore each area of the
casino. If you wish, you can hand the players a photocopy
of the map once they’ve explored the casino in full.
Adjusting for Era
With a little tweaking, “Positive ID” will work in any Star
Wars era. The most difficult would be The New Jedi Order
era, since the Yuuzhan Vong terraform Nar Shaddaa within
the first year of the invasion. Otherwise, the GM shouldn’t
have to make any significant changes.
Main Entry (outside): The noise and industrial stink of
mid-level Nar Shaddaa mingles with the shouting of the
barkers and the down-and-out reek of desperate gamblers
at the glaringly lit entrance to the Corusca Gem Casino.
Burly bouncers—hissing Barabels, grunting Gamorreans, and
one massive Herglic—glare at everyone, coming or going, as
though just looking for an excuse.
Know Your Aliens
“Positive ID” is sprinkled with tidbits about alien species,
some of which are important to the action. Throughout the
adventure, the text offers opportunities for the heroes to
attempt Knowledge (alien species) checks to pick up on
interesting or intriguing facts. As the GM, you should never
offer that a check is possible, and if the players ask to make
one, you should roll the check secretly, so the players can’t
see the result. Much of the information they can learn in
this fashion appears in the Ultimate Alien Anthology .
Knowledge (alien species): DC 10—Herglics have a
weakness for gambling. That might explain why this
bouncer is stationed outside, away from the action.
Main Entry (inside): Just inside the doors of the Corusca
Gem Casino, the noise hits like a concussion grenade. As far
as the eye can see, gamblers of myriad species mill around
hundreds of gaming machines and tables, throwing away
their credits. Dozens of waitresses circulate through the
crowd, carrying trays of drinks and snacks. The whole place
is dimly illuminated, with little pools of light here and there.
But the noise is nearly deafening: gaming machines ringing,
About the Corusca GemCasino
The Corusca Gem Casino lies in a rough neighborhood but
tries desperately to attract the high rollers. The outside of
the casino is brightly lit and accessible, while the inside is a
bit dimmer, with some positively dark corners here and there.
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beeping, and clattering; gamblers howling, hooting, and
shouting; and almost hidden underneath it all, clashing,
raucous music that some species probably finds soothing.
together delicate dishes; Gossam busboys washing dishes.
The place is filthy with grime and garbage, but everyone’s
too busy to care.
Front Bar: Half a dozen bartenders move back and forth
between a bank of drink synthesizers, mixing cocktails for
the forty or so different aliens gathered at the bar, and a
never-ending stream of waitresses coming and going.
Guard Station: Gruff security guards—Advozses, Iktotchi,
and muscle-bound Grans—stand grimacing at various doors
and strategic points throughout the casino.
Lounge: Behind the front bar, a small lounge caters to the
more privileged customers, safely cut off from the noise and
the chaos of the less fortunate gamblers—and protected by
a vicious-looking Human bouncer. The little lounge is
packed with Toydarians—a private party, or maybe just a
tour group. A pair of Rybet waitresses stand by, looking
alternately irritated and confused.
Getting the Characters Involved
The heroes need to be on Nar Shaddaa for this adventure to
work as written, but you can set it on any reasonably
lawless world in the galaxy—preferably one with a signifi-
cant Hutt presence.
Why do the heroes need to deal with a Hutt? That’s up to
you and the specifics of your campaign. The characters
could be looking to buy Imperial-issue military weapons for
the Rebel Alliance, or maybe hoping to trade information
with Torga about the Separatists. Maybe they just need to
get off Nar Shaddaa—quietly—but they don’t have their own
ship. Their reason for going to Torga the Hutt should be
specific enough that no one else can help them, and
desperate enough that they can’t afford to wait around
until Torga is feeling less paranoid.
Knowledge (alien species): DC 18—Rybets evolved
from batrachians. A room full of small, fluttering crea-
tures is probably making them feel slightly hungry—not
that they’d actually eat the Toydarians; they’d prefer
insects. If they look irritated, it’s most likely because
Toydarians are notoriously bad tippers, but nonetheless
extremely demanding.
Cashier: The cashier’s cage is a heavily barred affair, with a
thick wall of transparisteel between the cashier inside and the
line of slobs outside. An armed guard watches the line warily,
tapping a stun baton on the side of the cage restlessly.
Scene 1: Waiting
for Nak Simm
Back Bar: The bar at the back of the casino is a cozier
affair: three bartenders, half a dozen waitresses, and a few
isolated, intimate tables. The people back here don’t want to
be seen; they’re here to do business. There’s not a bouncer in
sight, but the bartenders look more than capable of handling
any minor disturbances. For that matter, so do the waitresses.
The heroes arrive at the Corusca Gem Casino and get the
lay of the land while waiting for Nak Simm to arrive. Read
the following aloud:
The casino is packed. The floor is crammed with
gaming machines surrounding a central pit filled with
gaming tables. To your right, you see a bar and an
enclosed lounge, and you recall that Torga the Hutt
told you that his agent, Nak Simm, would meet you in
the bar. But no one approaches you. Perhaps this Nak
Simm is waiting further back in the casino somewhere.
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Refreshers: Several different doors mark which species can
be served in which stalls. The refreshers might be cleaned
several times a day, but with the constant stream of
customers coming and going, the place is a mess. A spot of
blood on the floor indicates that the bouncers use this place
as an office to explain economics to overextended gamblers.
Let the heroes wander around the Corusca Gem for a little
while, if they so desire. Read the description of each area,
and allow the heroes to explore and interact. Most of the
people they meet are, at best, only interested in gambling
with the heroes or finding a way to take advantage of them.
Feel free to run with any scenario that springs to mind;
casinos are often full of bizarre characters with equally
bizarre motives.
Eventually, one of the heroes is bound to discover the
back bar, which is where they’re actually supposed to meet
Nak Simm. But he hasn’t arrived (even though by now he
might be considered late for the meeting). The heroes can
look around, but the patrons back here are not very open to
being scrutinized by strangers. Any hero who makes a Spot
check to try to find Nak Simm should also make a
Diplomacy check (DC 15) as well. (You can modify the DC
based on the thoroughness of the hero’s attempt.) If the
Diplomacy check fails, a pair of thugs approach and try to
chase the hero away. (See Supporting Cast, below.)
Gaming Machines: Hundreds of beings of all species sit at
row upon row of beeping, chirping, flashing game-comps,
hoping to hit that one random combination that sets them
up forever in a life of luxury.
Gaming Tables: The center of the Corusca Gem is the
game pit. Dozens of tables, lined with gamblers of three
times as many species, buzz constantly with the rhythm
of the Hutt stock exchange. The dealers, dressed in exotic
uniforms, hustle games of sabacc, three-handed princess,
rebo, and a host of other games, while the pit bosses—
Devaronians, Togorians, Shistavanen, a Besalisk, and even
a Wookiee—keep a watchful eye on the commerce.
Kitchen: The kitchen bustles with activity: Ortolan chefs
working at make tables; Togruta pastry chefs putting
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005
Checking Up on Nak Simm
If the heroes attempt to contact Torga to find out where
Nak Simm is, Torga doesn’t answer. He’s in a meeting
with Jolla the Hutt, and he doesn’t want to show disre-
spect to his potential business partner by taking a call in
the middle of the meeting. Torga ignores the first and
second attempts to contact him, then hurls his comlink
to the far corner of the chamber and orders another of
his lieutenants, an Arkanian named Thraka Duroth, to
find out who is bothering him and make sure that
person suffers.
Thraka Duroth is a bit more understanding than Torga,
but he does tell the heroes not to call again. If the heroes
ask him about Nak Simm, though, Thraka tells them that
Nak contacted him a short while ago to say that he had
been delayed—but Thraka adds that Nak should have arrived
by this time. He says he’ll look into it and cancels the
connection.
His suspicions aroused now, Thraka gathers several of his
henchmen and departs Torga’s estate in search of Nak
Simm. He eventually arrives at the Corusca Gem Casino; see
Scene 3, below.
tries other tactics, such as: asking the heroes why they don’t
simply try someone else; asking if the heroes have ever done
business with other Hutts (and the names of those Hutts);
repeating questions that have already been answered earlier
in the conversation; asking them for something to write on;
and so forth.
Finally, when it appears the heroes are good and frus-
trated, “Nak” says, “Well, I believe that you and Torga
can do business.” Then he quotes a figure that’s easily 20
times what the merchandise (or information, or service) is
worth—and far more than the heroes are likely to have.
“That’s Torga’s price,” he tells the heroes. “Take it or
leave it.”
Scene 3:
Mistaken Identity
While the heroes are still digesting what “Nak” has told
them, Thraka Duroth enters, in a high fury. He tells the
heroes that he found Nak Simm’s body, and that the Zabrak
they’re speaking to isn’t the real Nak. Then things get crazy.
Read the following text aloud:
Scene 2:
Nak Simm Arrives
There’s a clattering crash as an angry-looking, white-
eyed humanoid pushes past a waitress, causing her to
spill a tray of drinks. The humanoid, accompanied by
eight or ten thugs, strides right up to where you’re
seated, slams his fist down on the table, and says,
“Well, you got your wish. You’ll get to see Torga, all
right. But you’re going to wish you hadn’t. Get up.
We’re leaving.”
Just as the heroes are thinking of giving up waiting for
their contact to show, Nak Simm arrives and begins the
bargaining session. Read the following text aloud:
Abruptly, a dark-skinned Zabrak wearing a loose-fitting
robe hurries toward you, with a small number of body-
guards in tow. “My apologies for keeping you waiting,”
he tells you. “I was unavoidably delayed. I am Torga’s
representative, Nak Simm. Shall we be seated?”
Thraka has just come from the alleyway where Nomo Sliken
dumped Nak Simm’s corpse. Assuming that the heroes
murdered Nak, he’s come to drag them off to face Torga’s
wrath, completely unaware that the real murderer is sitting
right at the table. (Remember, Nomo assumed the form of a
Zabrak, but not the specific form of Nak Simm, so Thraka
doesn’t recognize him.)
The heroes, no doubt, want to know who this
Arkanian is and what they’ve done to earn his anger.
Thraka doesn’t take kindly to the characters playing
dumb, telling them, “You can’t hide your tracks from a
tracker. I just found Nak’s body where you dumped it in
that alley.”
While this exchange is going on, Nomo is carefully
putting his hands on the edge of the table. If the heroes
look at him for clarification, he just shrugs as though he’s
terribly confused by the whole exchange.
On the other hand, if at any point the heroes regard him
with suspicion—but don’t immediately start shooting—Nomo
simply throws the table at them (in the surprise round). Then,
during the first regular round, he bolts for the nearest dark
alcove (using his Heroic Surge feat to get there and still act).
In the process, he uses his changeling abilities to alter his
form to that of a Neimoidian, dumping his robe in the shad-
ows (since a Neimoidian wearing the same robes would be a
dead giveaway). When he reaches the alcove, read the follow-
ing text aloud:
This is Nomo Sliken, the Clawdite, posing as Nak Simm.
Assuming that the heroes are still interested in doing busi-
ness with Torga, “Nak” waves his bodyguards off in the
direction of the gaming machines and settles down to talk
with the heroes. By way of apologizing again, he orders
them all drinks, as well as one for himself.
Knowledge (alien species): DC 20—Zabraks have
exceptional constitutions, and the drink “Nak” has
ordered for himself would probably act like water on
his system. If the heroes comment on this, he tells
them that consuming harder drinks is the reason he
was delayed.
“Nak” begins by asking the heroes why they want to see
Torga the Hutt (even if they’ve already explained this to
Torga himself). He listens seemingly attentively for a few
moments, but then his focus begins to wander around the
room. When the heroes stop speaking to him, he looks back,
as though he’s just noticed them, and tells them that he
was distracted—and asks them to explain again.
This is part of Nomo Sliken’s strategy to annoy the heroes
and ruin their chances of making a deal with Torga. He also
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