Zonnah Luus, a Zeltronian art dealer based on Coruscant, always paid her couriers on time. The PCs, piloting their trusty YT-1930 freighter Hunter's Hope, had come to appreciate her reliability. Transport jobs were steady, and their pockets never stayed empty for long. So, when Zonnah reached out with a different kind of job, they listened.
This time, Zonnah's request took them to the asteroid base of Buula, a Devaronian crime lord. Under the guise of gamblers invited to a tournament, they were to extract a crucial datacard. Buula's bodyguard would relay the combination to a hidden safe through the numbers he selected at the roulette table. Their mission was to secure the datacard and deliver it to a contact in the Corellian Sector on Nar Shaddaa. The details of their rendezvous would come upon their arrival at the Smuggler’s Moon.
With 15,000 credits in hand—ten thousand for the tournament buy-in and five thousand for play money—the deal was straightforward. Zonnah cared only for the datacard’s retrieval; any winnings from the tournament were theirs to keep. Despite her secrecy regarding the datacard’s contents, the PCs agreed to the job.
Before departing Coruscant, the Wookiee Nagaka sought out his underworld contacts. He secured a Bounty Hunter's puck with a new job, aiming to earn some extra credits. With preparations complete, the group set course for the Telanka System and Buula’s asteroid base.
Navigating the dense asteroid field required skillful piloting, but they managed to breach the base’s perimeter. Upon arrival, Buula's majordomo droid greeted them and ushered them into the tournament. The PCs mingled among the attendees, striking up conversations and gathering intelligence.
Among the crowd, they met Lady Seraphine, an elegant and enigmatic woman from Naboo. Her presence added a layer of intrigue to the already tense atmosphere of the tournament.
It was a short session, with the goal of giving the players some gaming, as the character creation took longer than expected. It also revealed to me how difficult a Moderate roll in d6 can be for starting characters who haven't maxed out certain skills.
The tournament was in full swing, the atmosphere electric with the thrill of high stakes. Quinn, a Force-sensitive student, felt a sudden disturbance just as Buula burst into the roulette room, halting the game before his bodyguard could convey the safe's combination. The Empire had arrived.
ISB Loyalty Officer Eker Raméz, a man displaying all the signs of a severe spice addiction, had appeared unannounced, demanding Buula's attention and bringing the tournament to an abrupt end. His demeanor was unsettlingly familiar with the pirate, and he greeted Lady Seraphine by name. Raméz sneered at Nagaka, the Wookiee, as he admired the finely crafted jubilee wheel made from wroshyr wood from Kashyyyk. "Elegant. Strong. And the only thing on that planet we could not bring to its knees,” he remarked, his voice dripping with malice.
Raméz then coldly informed the gathered guests that the Empire had destroyed Corellia, accusing the planet of involvement in Tarkin's assassination. This revelation bought one of Buula's pirates to her knees in tears, while one of the heroes, Val Slayer, a Corellian himself, maintained a stoic exterior as Raméz proposed a toast to the Empire and the death of "traitors."
Requesting privacy, Raméz indicated he had much to discuss with Buula. As the room began to clear, Lady Seraphine approached the PCs, revealing herself as an ally. She offered to distract both the pirate and the Imperial in her guest chambers, providing the opportunity the PCs needed to secure the datacard.
"All that matters is that you secure that datacard," she urged, her eyes full of resolve.
I created some gambling rules for D6, and the players gambled a bit during the tournament. They didn't use all of them, but I created them regardless just in case:
Pazaak
Pazaak is played with 5 players and a 60 card deck made up of random cards all numbered 1-6. The goal of the game is to reach 18 on a hand of three cards drawn from each deck without going over.
A 1d6 roll of a die simulates a card being drawn. A game consists of drawing three cards of the deck and adding up the total. Whoever draws a 16-18 wins.
Have each PC participating who has the Gambling skill make a Gambling roll. Success on a Moderate Roll grants them a +1 to their 3d6 Pazaak roll, while a successful Difficult roll grants them up to a +2 bonus, and a Very Difficult roll up to a +3 bonus. These numbers may be split, for example a +3 bonus can be used as a +1 after each of three rolls.
This bonus represents how good of gamblers they are, and their skill allows them to spot fine details in the shuffling of the cards and the numbers drawn. They can choose to use these bonuses or not, it is entirely the player's choice to do so.
After all participants roll their Gambling skills, they can place their bets, Have each player roll their Pazaak dice one at a time. After a roll, they can choose to use any bonuses they may have to add to their total. Reaching exactly an 18 pays 3 to 1, while a 16-17 pays 2 to 1.
Cheating is possible in Pazaak. A Very Difficult Gambling roll made after any Pazaak roll represents the PC counting cards. They can reroll the Pazaak roll and use the higher result instead.
Jubilee Wheel
The goal of the Jubilee Wheel is to guess the number that’ll come up on when it’s spun. Each participant selects a number between 5-30 and places a bet. Roll 5d6 to simulate the spinning wheel.
Picking the exact number displayed on the wheel pays 5 to 1, and being one number off pays 2 to 1.
Chance Cube
Max Bet 50 credits
The player selects one color between red and blue and places a bet.
If the chance cube shows that color, the game pays 2 to 1.
Slot Machines
Slots cost minimum of 5 credits to play. Roll a 3d6. Rolling doubles x2 the bet. Rolling triples x3. Rolling triple 6 is a jackpot worth x100.
The PCs quickly formulated a plan. Lady Seraphine would entertain Buula and Raméz in her quarters, giving Quinn and Val the chance to sneak into Buula's secure office through the vents above. Nagaka would get the ship ready for a swift departure, while Kenth would distract Buula’s men in the galley, keeping them unaware of his companions maneuvering through the vents above.
It was supposed to be easy.
But as Buula and Rog, his double-crossing bodyguard, crossed the galley toward Buula's private quarters, Kenth's attempts at distraction fell flat. In the vents above, Quinn and Val watched Buula and Rog enter Buula's chambers, adjacent to the office where the safe was. They overheard Buula say he was planning to give the data card to the Imperial to "get him off my back."
With their target in sight, Quinn and Val set up an ambush in the office, stunning Buula as he entered. Rog, seeing the inevitable, gave up the combination and asked to be stunned for cover.
Meanwhile, ISB Officer Raméz, having grown impatient, strolled into the galley with a pair of stormtroopers and Lady Seraphine. She made eye contact with Kenth, signaling that the plan was unraveling. Kenth tried to stall Raméz by inviting him to the casino, but Raméz, suspicious, insisted that Kenth accompany him to find Buula "so we could all go play together."
Everything went to hell.
Quinn and Val managed to stun Raméz and the stormtroopers, with Lady Seraphine asking to be stunned as well for cover. Val kissed her before he shot her, a brief moment of tenderness amidst the chaos.
Kenth joined his companions with the datacard in hand. They made their exit through another door, leading to a storage area where some of Buula's men were arguing with a tournament guest about cheating. The pirates opened fire, forcing the PCs to make a desperate run for their ship in the hangar.
As pirates and stormtroopers poured into the hangar, the Wookiee Nagaka charged from the ship toward his companions, attacking the men shooting from the storage area. Arms were ripped from sockets in the ensuing melee.
The PCs sprinted to their ship as pirates scrambled to their starfighters, some of which were the infamous TIE-Uglies. They needed to escape, and fast.
This session demonstrated to me why d6 is not a game that should be run using minis, which my group prefers. I'd much rather theater of the mind everything and keep things fast and loose--story over tactics. Minis and tactcal co,bat tend to slow things down, especially in a game like this where rounds are broken down into segments and movements may happen in a separate segment from attacking or whatever.
Thumbs down to SW minis for d6!
The Hunter's Hope arrives in Nar Shadaa.
After a tense and grueling space battle within the chaotic confines of the asteroid belt, the PCs skillfully outmaneuvered and defeated Buula's pirates. The Hunter's Hope, their trusty YT-1930 freighter, wove through the asteroids, evading enemy fire and launching precise counterattacks. Explosions lit up the void as pirate starfighters were obliterated one by one. With the last pirate ship reduced to debris, a moment of relief washed over the crew.
But the danger was far from over. As they plotted their course for Nar Shaddaa and initiated the jump to lightspeed, an ominous shadow fell over them. Out of the inky blackness, an Imperial Cruiser materialized, uncloaking with a menacing grace. The massive warship seemed to tear through the fabric of space itself, a stark reminder of the Empire’s reach.
A pair of TIE Phantoms, their sleek forms nearly invisible, shot out from the cruiser, heading straight for the asteroid belt. The heroes engaged the hyperdrive just in time, stars elongating into streaks of light as they hurtled into hyperspace, narrowly escaping the cruiser’s deadly grasp.
The jump brought them to Nar Shaddaa, only to find the moon under heavy Imperial occupation. Imperial cruisers and TIE fighters dominated the skies, an oppressive display of power. Their encrypted comms crackled, and the holographic image of a Latero named Hap directed them to land in the old Duros District and navigate through tunnels to reach the Corellian District. The Corellian District was closed to starship traffic, heavily patrolled by stormtroopers.
"Give the datacard to your strongest companion," Hap instructed urgently. "That card's more important than your lives."
As they descended into the dark, abandoned streets of the Duros District, every sound seemed amplified in the eerie silence. Animal howls echoed through the empty corridors, mingling with the distant hum of speeder traffic and sporadic blaster fire. The tension was palpable as they approached the old Banking Clan tower, where their tunnel awaited.
Without warning, a pair of Corellian Hounds leaped from the shadows, their snarls and snapping jaws a sudden and deadly threat. The PCs reacted swiftly, dispatching the beasts with a flurry of blaster shots and deft combat moves. With the hounds defeated, they pressed on, the weight of their mission bearing down on them as they prepared to enter the tunnels and face whatever dangers lay ahead.
Groups need to have a consistent rule for how plotting courses to hyperspace work, what "keeping hypersoace info on a droid" means, etc,. Re-read the rules on hyperspace and astrogation, it's not clear how it all works and some agreements need to be made.
As the party approached the Banking Clan tower where the tunnels began, Quinn, the Force-sensitive Chiss, sensed figures moving ahead, entering the building. Upon entering the grand lobby, he was met with blaster fire from two men stationed atop the sweeping staircase. The exchange was brief but intense. Nagaka, the formidable Wookiee, charged up the stairs, seizing one of the attackers and hurling him with raw strength, incapacitating him instantly. The remaining assailant quickly surrendered, revealing they were swoop riders intent on robbing those traveling to the Corellian District. Both bore the brand of The Exchange on their hands, a mark of their allegiance to the criminal organization moving in on the Hutts's territory.
Leaving the men tied up, the party descended into the tunnel that began in the lobby. The captives had warned them of "beasts in the tunnels," but the urgency of their mission pushed them forward. The dark tunnels bore signs of recent use—debris, old sacks, and scattered belongings told tales of past travelers. Nearing the exit on the Corellian District side, Quinn scouted ahead, sensing a lurking creature but unable to pinpoint its exact location.
Their droid, BX-1, alerted them via comlink that vynocks—atmospheric and urban variants of mynocks—were swarming the Hunter’s Hope, feasting on its cabling. The distraction came at a perilous moment. An urban predator, a vrblther, dropped from above, concealed among the old cabling overhead. It lunged at Quinn, who narrowly avoided severe injury by relying on the Force to save him. The rest of the group quickly joined the fray, dispatching the beast with coordinated efficiency.
With the vrblther defeated, they pressed on, emerging into the Corellian District. The weight of their mission loomed large, the datacard burning a metaphorical hole in their pocket. Ahead lay the stormtroopers and the unknown dangers of the occupied district, each step drawing them closer to their goal.
Once inside the Corellian District, the party was confronted with the grim reality of Imperial occupation. Stormtroopers harassed and beat the population, who, far from submitting meekly, were fighting back. Crowds of people protested the Empire's destruction of Corellia, creating a volatile and chaotic atmosphere.
Amidst this turmoil, Hap, the four-armed Latero, appeared with a snarky, wiseguy attitude that immediately grated on the heroes. Their distaste for him deepened when he revealed a complication in their plan. Leading them to a seedy watering hole called The Slag Pit, where patrons drank, listened to music, and indulged in pit fighting and gambling, Hap explained the predicament. The datacard was intended for a slicer named Finnis, but Finnis had been captured by a Hutt named Golozzo.
The news didn't sit well with the party. They bristled at Hap, insisting that delivering the card was their only obligation. But Hap persisted, urging them to help free Finnis from Golozzo's clutches. The party hesitated, wary of getting entangled with a Hutt.
Hap mentioned that Golozzo's majordomo, a Gungan named Kroiff, was a champion fighter at The Slag Pit. Sensing an opportunity to turn the situation to their advantage, the party decided to investigate on their own. It turned out that Kroiff was currently in the building, engaged in a pit fight. The Wookiee, Nagaka, stepped into the ring to face him.
In a brutal contest, Nagaka's strength and skill prevailed. He knocked out the Gungan, earning the respect of the crowd and his defeated opponent. They dragged Kroiff to a secluded booth, and when he regained consciousness, he found himself surrounded by the PCs.
Acknowledging his defeat with a nod, Kroiff admitted that the Wookiee had earned his respect. He was now willing to listen to what they had to say, opening the door for negotiations that could turn the tide in their favor.
The players HATED Hap. I made him sound like a Goodfellas wise-guy. I think he'll become an NPC that players love to hate.
The party tried to discreetly ask Kroiff about meeting his employer, but their efforts fell flat. As the Gungan grew weary of their beating around the bush, he demanded that Quinn, leading the discussion, be direct. Reluctantly, they revealed their desire for an audience with Golozzo to secure Finnis's freedom. Kroiff turned to Hap, with a hint of disdain, instructing him to take the party to Golozzo, adding, "You know where to find him."
The party's frustration simmered; they realized Hap had known Golozzo's location all along but needed Kroiff's blessing to gain access. Hap explained that no one could meet Golozzo without Kroiff’s approval, "You needed his blessing." With the Gungan’s approval secured, Hap led them through the most rundown areas of the Corellian District to Golozzo’s lair, a secretive spice den teeming with all manner of deviancy, even accommodating Imperial patrons.
Golozzo, a Hutt three times the size of a typical Hutt, lounged lazily as a spidery probe droid with a protocol droid’s head tended to him, removing mucus and gunk from his eyes. As the PCs approached, Kenth Fell, the scout, spoke to Golozzo in Huttese. The Hutt laughed derisively at their plea to free Finnis. Finally, he proposed a deal: if they killed the head of The Exchange's spice refinery operation in the district and blew up the refinery, they could have the slicer.
Feeling the weight of an unwinnable goal, the group left Golozzo’s lair, their spirits low. Hap, however, convinced them to try. Their first need was explosives, so he suggested participating in a swoop race to earn quick cash. Despite the dangers, Val, the group's pilot with swoop racing experience, agreed. They found an underground race in the Nar Shaddaa sewers, and Val, with nerves of steel, won the race. With the prize money, they bought explosives from black market weapons dealers.
Hap then secured a slicer named Kell to obtain schematics of the warehouse where The Exchange operated their refinery. Kell’s expertise extended beyond plans; he also accessed the security camera feeds. The final part of their plan involved finding rival gangs willing to create diversions to draw Exchange operatives away from the warehouse. The gambit worked as ten swoop bikes sped out of the warehouse toward an unknown location, thinning their opposition.
It was time to act. Guided by Kell through comlink, they decided to enter via the docking bay. Kenth attempted to hack the security systems to give Kell remote control but failed, triggering an alert. Plan B went into effect. They approached the loading docks, taking down a security droid on patrol.
At that moment, a distressing message came from their droid aboard the ship. Buula, the pirate they had stunned back on his asteroid base, had sent a direct message to their ship's transponder.
"Greetings, thieves. Your offenses will not go unpunished. You have made an enemy of me, and that will haunt you. You will pay. Your patron, Zonnah, will surely pay. Every bounty hunter worth a damn in the Outer Rim is already on your trail. You will never find peace. You will find yourselves constantly looking over your shoulders, hearing whispers of my name. Know this: I will find you. And when I do, my vengeance will be as calculated as it is inevitable. Until we meet again."
The gravity of their situation hit hard. They were in deep trouble, their every step shadowed by the threat of relentless pursuit. The mission at hand had to be executed flawlessly, for now, their very survival depended on it.
Meanwhile, aboard Supreme Moff Grosso's Super Star Destroyer....
Supreme Moff Grosso summons Loyalty Officer Eker Raméz for a meeting to talk about the stolen datacard.
Finnis, a slicer with apparent ties to the Rebellion.
The party infiltrated the Exchange's refinery operation with a blend of stealth and sheer determination. Skirting past guards and sentry droids, they made their way through the dimly lit corridors, placing explosives in the labs. They allowed the lab technicians to escape before setting charges, a moment of mercy amid their mission. The refinery itself proved more challenging, a labyrinth of machinery and security measures.
Inside the heart of the refinery, they confronted Ci'rik, the head of the Exchange's operations. The battle was intense but brief; the party's coordination and firepower overwhelmed Ci'rik. They stunned him and dragged his unconscious form back to Golozzo. The Hutt, true to his word, released Finnis. To their surprise, Hap had never actually met Finnis and had to identify him from a holorecording.
Finnis, bewildered but compliant, accepted the rescue. Back at Hap's apartment—which, as it turned out, was actually Finnis's—Hap revealed a beskar token adorned with the Rebel Alliance logo, marking him as a rebel operative. He approached Finnis with a sense of urgency, uttering, "She needs you." Val, a former Rebel, asked who "she" was, but Hap remained tight-lipped.
Finnis, now understanding the gravity of the situation, set to work decoding the datacard. After an hour of meticulous slicing, he announced that he was done....