Sunday, December 15, 2013

The Constabulary


Although the Empire holds much of the galaxy in an iron grip, its grasp of Outer Rim worlds is not as strong. Indeed, on some planets the local Imperial forces are often undersupplied and short-staffed, sometimes deliberately so. Such is the case with this group of law enforcement officials, who maintain a show of law and order while in truth cooperating with the local crime bosses.



The Office
Should a character end up visiting the constabulary office--willingly or otherwise--refer to the appropriate map for the following area descriptions. The office consists of a single-story pourstone structure that is little different from surrounding buildings. It has no windows.

A. Receptionist
The front room of the building has places for visitors to sit, along with a main desk occupied by a friendly protocol droid that acts as receptionist and secretary for the constabulary personnel.

B. Agents' Office
The constabulary agents--excluding Captain Krusick--have their office here. Each is assigned to a desk. The place can be rather crowded when all of them are present, but that is not often the case. Each desk boasts a workstation and various personal effects. During major incidents, briefings are held here.

C. Prisoner Cells
These small chambers feature a double bunk and a small refresher unit. They have old-fashioned barred walls and doors, leaving them open to observation the main hallway, although the refresher unit has a modicum of privacy.

D. Krusick's Office
Captain Ollathi Krusick works out of this room, and can be found here more often than not. He has a desck with a workstation and cabinets for storage. There is also an open doorway that leads to a chamber from which one can watch interrogations unobserved.

E. Interrogation Chamber
A small table and chairs fill the center of this room. The wall to the right of the door is mirrored, and the section that leads to Krusick's office acts as a one-way window.

F. Evidence Storage and Armory
Any items that are being used in ongoing investigations--murder weapons and other evidence--are kept here. There are also racks containing blast helmets and vests, along with blaster rifles, and one case of grenades for those times when the constabulary needs to muster a more powerful force of peacekeepers.


Personnel
Detailed here are some of the more exceptional members of the constabulary. For ordinary agents, use the stats for a Planetary Defense Force Trooper from page 405 in the core rulebook.

Captain Ollathi Krusick
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 3

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Computers 1, Cool 2, Deception 1, Discipline 2, Education 1, Leadership 2, Lore 1, Negotiation 1, Outer Rim 2, Perception 2, Piloting--Planetary 1, Ranged--Heavy 1, Ranged--Light 2, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 3, Survival 1, Underworld 2, Vigilance 1

Talents: Command, Confidence, Field Commander, Second Wind

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, datapad, comlink

Ollathi Krusick is a cagy veteran of Tatooine law enforcement. As such, he knows how much to push the local criminals and, more importantly, when to look the other way. This level of corruption might be shocking on other planets, but is a simple fact of life here. For the most part, he likes to keep things quiet, and that means letting the Hutts run their enterprises without letting things become too crazy. In this way, the captain lives a comfortable life and has no desire to be stationed elsewhere.


Lieutenant Voda Reen
Brawn 2 Cunning 3 Presence 3
Agility 3 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 2, Computers 1, Cool 2, Coordination 1, Deception, 1 Discipline 1, Education 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Outer Rim 1, Perception 2, Piloting--Planetary 1, Ranged--Light 1, Resilience 1, Skulduggery 2, Stealth 2, Streetwise 2, Survival 1, Underworld 1, Vigilance 2

Talents: Grit, Inspiring Rhetoric, Kill With Kindness, Plausible Deniability

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, comlink, datapad

Voda Reen is an ambitious young woman, and one who is skilled at social interactions. This makes her a highly capable field agent, and she is the one who conducts the most important investigations. When partnered with her brother, Petris, she plays the good cop to his bad cop. While she enjoys the challenge of working on Tatooine, she intends to use the backwater planet as a stepping stone to bigger and better things. To do this, of course, she must prove herself, while not upsetting the local balance too much. If she had a chance to take down a major crime boss, however, it might be too good an opportunity not to take.


Lieutenant Petris Reen
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 13
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Coercion 2, Computers 1, Cool 1, Education 1, Gunnery 1, Medicine 1, Melee 2, Outer Rim 1, Perception 1, Piloting--Planetary 1, Ranged--Heavy 2, Ranged--Light 2, Resilience 2, Streetwise 1, Survival 1, Underworld 1, Vigilance 1

Talents: Heroic Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: One free rank in each of two non-career skills

Equipment: Heavy blaster pistol, comlink, datapad

Petris Reen is a brute, pure and simple. In another life he might have been an enforcer for a crime boss, but chance (and the guidance of his sister) has allowed him to gain employment in law enforcement. To that end, he enjoys being the tough guy, wielding his power to his own delight. If left to his own devices, this might lead to a major problem with the Hutts and others, but Petris is lucky to have Voda keeping him out of trouble. Petris can be an implaccable foe if angered, however, and even his sister could lose her influence over him if he is mad enough.


Using the Constabulary in an Edge of the Empire Campaign
Many of the ways in which the constabulary and its agents can be used in a campaign on the galactic fringe are detailed below.
  • The most common way for the PCs to encounter these constables is, of course, if they should run afoul of the law.
  • Somebody could hire the PCs to help bust a character out of lockup; alternately, the PCs might need to bust themselves out.
  • Voda Reen could call on the PCs as witnesses in an investigation, or even use them to stage an important sting operation.
  • During such an investigation, an enemy could target one of the constables for assassination, perhaps employing the PCs or forcing them to intervene.


Friday, December 6, 2013

The Shipwreck


For a number of reasons, the planet Tatooine sees more than its share of wrecked spacecraft. Some attribute this to a larger-than-normal amount of pirate activity in the system, while others claim that it is due to the odd conditions caused by the binary stars. Whatever the case, these wrecks provide a chance of winning valuable plunder for those locals who are able to take advantage of them. For a GM looking to add a challenging and intiguing adventure, they also provide an excellent opportunity.

In order to set up this scenario, it's important to answer a few questions.

1. What kind of ship is it?
Here again, Wookieepedia is a GM's best friend. The site has plenty of deckplans for ships, providing a map on which to base the exploration. To see a gallery of them, check out the Technical Drawing category.


2. Why did it crash?
This question begins to add the elements of a backstory for the scenario. For example, was it caught in a sandstorm or shot down by pirates? Perhaps somebody connected with the voyage sabotaged the vessel, perhaps in an effort to murder someone aboard it or prevent that being from accomplishing a particular mission. In any of those latter cases, the ones responsible for the crash could come along later and try to finish the job. They might arrive while the PCs are salvaging the vessel, forcing them to stage a defense, or they could come along after the scenario has developed further.

3. How do the PCs learn about it?
The PCs can be dragged into this situation in many different ways. Perhaps an associate of theirs learns of it, such as the Jawa trader "Dibs" Nkik. Another option is to have this occur while they are traveling through the desert; every character should make a Perception check, and the one with the highest result is the first to notice a vessel streaking through the heavens. Of course, the PCs might not be the only ones, and the GM could have potential rivals or enemies make similar checks to determine who has the jump on whom.

4. What kind of cargo is it carrying?
Needless to say, the goods being stored aboard the vessel have a major impact on the situation. For one thing, they provide the PCs with a possible source of profit. What is more, selling such goods could provide further plot hooks. For example, trying to sell a load of glitterstim would require some finnagling, while foodstuffs would be easier but less lucrative. Livestock could present a particular challenge, while scrap and parts could be used for a project on which the PCs are working.

Cargo / Value
Cloth / 10,000 credits per metric ton
Foodstuffs, typical / 10,000 credits per metric ton
Foodstuffs, fancy / 20,000 credits per metric ton
Foodstuffs, rare / 50,000 credits per metric ton
Fuel / 50,000 credits per metric ton
Livestock, typical / 5000 credits per metric ton
Metal ore / 2500 credits per metric ton
Water / 25,000 credits per metric ton
Special items / GM's discretion

5. Are there any survivors?
There's always the chance that some of the ship's crew members or passengers survived the crash. This provides at least one additional difficulty, and perhaps more than that. After all, survivors could make a claim on the wreckage. If any of them was responsible for the crash, said individual could seek to prevent others from discovering what happened. That being might have ejected in an escape pod before the crash. On the other hand, survivors who were simply in the wrong place at the wrong time could be injured inside the wreck, or could have set out across the desert in hopes of finding a settlement--adding another problem to the situation.

6. What kinds of hazards are aboard it?
There's always the chance that other complications have arisen. For example, the wreck could have upset a nest of womp rats, leaving them in a mood to defend their home. Alternately, passing Tusken Raiders might become interested in the crash. Damage to the wreck could present other obstacles, such as the possibility of electrocution due to a short-circuit, a compartment filled with acrid fumes, or the like. Find the stats for the appropriate creature, or refer to the "Environmental Effects" section in Chapter 6 of the core rulebook to find guidelines for this latter kind of danger.


Using the Shipwreck in an Edge of the Empire Campaign
Many of the ways in which the shipwreck can be used in adventures on the galactic fringe are detailed above.
  • This could be a good way to introduce an important NPC into a campaign, as suggested above.
  • Some of those specific items present their own adventure hook, as the PCs seek a market or means for selling them.
  • Depending on how this is resolved, another interested party could follow up on the matter and be displeased about the PCs' involvement.

Sunday, November 24, 2013

Compiled Index

One problem I've had with RPG's over the years is remembering which book has the stats I need for a particular situation. Although Edge of the Empire is still pretty new, I've decided to start compiling an index for all of the characters, droids, equipment, game mechanics and planets and vehicles not in the core rulebook. Here is a link to the index, which includes the Under a Black Sun and Beyond the Rim adventures, along with the Game Master Kit.

Compiled Index

If you see any changes or corrections that need to be made, please let me know. Moreover, I have a couple of questions.

(Note: This index has now been updated to include information from the Enter the Unknown sourcebook.)

1. Should I separate characters and droids into two different categories?

2. Should I include the scenario Long Arm of the Hutt, even though it's for the Beginner Game?

-Nate

Sunday, November 17, 2013

Tusken Camp


Usually the beings on Tatooine do everything they can to avoid encounters with Tusken Raiders. There coud come a time, however, when they would actually need to seek out a Tusken camp, perhaps to stage a rescue or negotiate a truce. Whatever the case may be, refer to the map provided for the layout of such a harrowing place.

The camp consists of a ring of tent-like structures around a central firepit. It is usually set up around close to a rock wall or hill, on the lee side. Each structure is shared by a single family unit, or a group of unmarried males. Important members of the clan, such as the war chief or shaman, have their own dwellings. Note that the entrance to each structure is marked with an E; it is a flap that can be tied down to protect against the wind.



Around the camp the clan's creature companions are positioned for protection. The banthas (B) usually rest in one large group for warmth. Additionally, massiffs (M) are tethered in locations about the perimeter to alert the Tuskens of intruders. Finally, a pair of sharpshooters (S) are often kept on watch in some position of high ground. Other Tuskens (T)--males, females and younglings--gather around the fire when they are not sleeping.


Tusken Females--Use the stats for Typical Tuskens, although they are normally only equipped with heavy clothing and knives.


Tusken Younglings
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 3
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Survival

Equipment: Heavy clothing

These younglings remain in the camp, learning to survive in the desert, until the males are old enough to begin accompanying their elders in hunting parties and similar excursions. Youngling females, like the older female Tuskens, stay in the camp.


Additionally, the following article from the Gaming Security Agency provides stats for massiffs and other takes on Tusken Raiders.



Using Tuskens in an Edge of the Empire Campaign
Detailed here are some of the ways in which these raiders can be used in adventures on the galactic fringe.
  • The most likely possibility is that characters traveling through the more remote areas of Tatooine encounter a band of Tuskens and must deal with it accordingly.
  • The PCs could be called into action when an old associate, traveling by speeder, suffers a breakdown and thus attracts unwanted attention.
  • Should the Tuskens be suitably provoked, they could stage a raid on a larger settlement such as Mos Espa.
  • If the Tuskens kidnapped somebody important, the PCs could be recruited to stage a rescue by raiding the raiders' camp.


Saturday, November 16, 2013

Tuskens


Of all the creatures native to Tatooine, none are more feared than the Tusken Raiders. They are as deadly as any womp rat in single combat, more tenacious than a herd of banthas and as crafty as any sarlacc--and they're intelligent, too. Presented here are stats for generic Tusken Raiders (minions), along with a bantha rider and sharpshooter (rivals) and the war chief and shaman (nemeses).

For a lot more information about Tusken Raiders, please refer to the Wookieepedia article linked here.

Also, this article from the Gaming Security Agency provides stats for a bantha.


Typical Tusken Raider
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 5
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Stealth, Survival

Talents: None

Abilities: None

Equipment: Heavy clothing, gaffi stick

These are the Tuskens most commonly found inside a camp or filling out the ranks of hunting or war parties.


Tusken Bantha Rider
Brawn 3 Cunning 3 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Melee 2, Perception 1, Ranged--Heavy 1, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Hunter, Natural Outdoorsman, Outdoorsman, Stalker

Abilities: None

Equipment: Heavy clothing, gaffi stick, slugthrower rifle

These Tuskens are masters of prowling the desert wastes on their bantha mounts. In this way they scout out settlements as well as sources of water, and thus are the ones most likely to be encountered by travelers on Tatooine.


Tusken Sharpshooter
Brawn 3 Cunning 2 Presence 1
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: ?
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Cool 1, Mechanics 1, Melee 1, Perception 2, Ranged--Heavy 2, Ranged--Light 1, Stealth 1, Survival 1, Vigilance 1

Talents: Lethal Blows, Quick Strike, Sniper Shot, Stalker x2

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, knife

These Tuskens often ride with their compatriots when going out on the hunt; otherwise, they are not often encountered, except when popping up to have a little fun at the local pod race. They are more mechanically adept than their fellows, given that they are the ones who maintain their firearms.


Tusken War Chief
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Cool 2, Deception 1, Discipline 2, Leadership 3, Lore 1, Melee 3, Perception 2, Ranged--Heavy 2, Resilience 2, Stealth 2, Survival 3, Vigilance 2

Talents: Command, Field Commander, Improved Field Commander, Second Wind

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, gaffi stick

The leaders of Tusken bands are these war chiefs. They are rarely seen by outsiders except when leading an attack on a moisture farm or other targeted location. War chiefs are the most cunning of all Tuskens, often hanging at the back of a party to command the others. One should not think that they are less skilled in combat, though, since the war chiefs are often old bantha riders or sharpshooters who have survived long enough to gain a position of honor among their fellows.


Tusken Shaman
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Discipline 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Forager, Sense Basic Power + Control upgrade, Uncanny Senses

Abilities: None

Equipment: Heavy clothing, knife, gaffi stick

Rarest of all the Tuskens are those who seem to have some kind of connection to the Force. It is not known just how they acquire their powers, or how said abilities connect to the Tuskens' mystical outlook on the galaxy. What is known is that the shamans tend to remain in camp or at natural locations sacred to the Tuskens, such as wells and caverns. Thus far the Empire has shown little or no interest in studying these Force-sensitives, but that could always change.

Monday, November 11, 2013

The Shipjackers


In theory, religious faith should be a force for good in the galaxy. Ostensibly, it provides a being with a moral compass, a sense of hope, and the like. On the other hand, it can also be a tool with which some beings manipulate unsuspecting victims. Such is the case with one group of cutthroats, who pose as B'omarr faithful in order to gain access to and steal a spaceship. Their plan is to hire passage aboard a vessel crewed by unsuspecting dupes, and then to take control of it during the ensuing hyperspace voyage. To that end, each of the false priests has a role to play in the process.

Myrs Travik is the heavy hitter. Because he can fight without weapons, he is the first option for neutralizing enemies. At the same time, Zhom Maril is the group's technician. It is his job to handle any slicing or other such problems, and he handles the piloting once the vessel is secured. Eadi Dow is the face of the team; she acts as spokesperson and fields any questions from the targeted ship's crew. When they do strike, the team members try to incapacitate as many members of the crew as possible. Favorite tactics include locking characters in their cabins and disabling the locks, stunning and binding the unsuspecting, and the like. In this way they try to sway the odds in their favor as much as possible before starting an actual fight.

As a group, the shipjackers keep their equipment in a locked strongbox. They claim, of course, that it contains the money they've collected in order to open a temple on the world to which they're headed. If pressed, however, Eadi explains that she doesn't have the code; that will be provided at the destination by another member of the faith.

Myrs Travik
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 16
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Cool 1, Melee 2, Ranged--Light 1, Resilience 1, Vigilance 1

Talents: Heroid Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, brass knuckles, handheld comlink (in strongbox)*

Myrs Travik is not very bright and not very friendly; in this way he probably seems an unlikely candidate for a religious devotee. That's why he leaves the talking up to Eadi. To that end, he keeps interactions with crew members to a minimum--until the time comes to strike. Savvy characters might be able to take advantage of this weakness by exposing his lack of familiarity with the teachings of the B'omarr faith.


Zhom Maril
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 2, Education 1, Mechanics 1, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 1, Skulduggery 1, Xenology 1

Talents: Bypass Security, Technical Aptitude

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, slicer gear, tool kit, handheld comlink (in strongbox)*

Zhom Maril is very bright, being the youngest member of the team. He is rather in awe of Eadi Dow, and intimidated by the brutish Travik. He is eager to prove his worth, however. What is more, he is inexperienced when it comes to dealing with attractive females. Because of that, he tries to impress them with his knowledge and technical aptitude, whether or not the other being is interested.


Eadi Dow
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Charm 2, Deception 2, Leadership 1, Negotiation 1, Ranged--Light 1, Skulduggery 1, Stealth 1, Streetwise 1, Underworld 1

Talents: Dodge, Inspiring Rhetoric, Kill with Kindness

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, handheld comlink (in strongbox)*

Eadi Dow is the heart of this operation, the being who put together the team and devised the plan for stealing ships by posing as B'omarr pilgrims. For that reason, she is the one who gives the orders. She also knows that males of many species find her attractive, and she enjoys using that appeal to manipulate others. Dow recognizes that Maril is rather smitten with her, and almost feels bad for him. On the other hand, she tolerates Travik but has no interest in him. Should she ever meet a male with the charisma and panache to impress her, she might take pity on that being and favor him with a token of her interest--but she would not hesitate to rob him blind, of course.


*Additionally, the team keeps a medpac, three stimpacks and six sets of binders in the strongbox.


Using the Shipjackers in an Edge of the Empire Campaign
Detailed here are some of the ways in which this group of cutthroats can be used in adventures on the galactic fringe.
  • First and foremost, these shipjackers can be used as a threat to the PCs; they book passage to a remote world, and then try to steal their vessel.
  • On the other side of the coin, a GM looking to run a one-shot senario for a small group could use them as pregenerated characters, perhaps even for a shipjacking scenario like the one they have planned.
  • The GM could always use the characters individually in circumstances that require a thug, a slicer or a con artist.

Sunday, November 3, 2013

The Hovel

Recent posts on this blog have detailed some of the locations that the PCs might encounter in cities like Mos Eisely or Mos Espa on Tatooine. Continuing that theme, presented here is a common domicile that could be inhabited by any number of local denizens.

-Nate




The Hovel
This hovel is a simple affair, with a common room that doubles as kitchen and dining area, three bedrooms and a refresher.

A. Common Room
A table and chairs occupy the center of this area; much of one wall is filled by counter space along with a small but effective autochef unit.

B. Master Bedroom
This room has a comfortable bed along with a wardrobe for storing clothing and other items.

C. Bedrooms
These smaller sleeping areas have beds along with trunks for storage.

D. Refresher
This room contains all of the usual features.


Govra Henn
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Mechanics 1, Melee 1, Perception 1, Resilience 2, Streetwise 1, Survival 2

Talents: Durable, Street Smarts, Toughened

Abilities: Free rank in Resilience or Survival, Communicative Pheromones

Equipment: Heavy clothing, shovel (treat as truncheon)

Govra Henn is emblematic of the beings who subsist on the fringes of the galaxy. In this case, he works as a dung collector. The Weequay gathers the droppings of the many beasts of burden used around the city, and trades them as a source of fertilizer to visiting moisture farmers. It is a meager existence, to say the least, but he makes the best of it. Currently he is squatting in a hovel that he found empty, and therefore he lives with the fear that an owner will one day show up and evict him.

Despite the unpleasant nature of his job, Govra is an outgoing fellow. To that end, he has been known to let other struggling locals crash at his erstwhile dwelling. Sometimes this has been mutually beneficial, but at other times they have taken advantage of his hospitality. When he can save enough credits he enjoys a visit to the local cantina, although the smell that lingers about him means that he is not always well accepted by his fellow patrons.



Using Govra Henn and the Hovel in an Edge of the Empire Campaign
Detailed here are some of the ways in which hovels and characters like Govra Henn can be used in adventures on the galactic fringe.
  • Although it is most likely that the PCs live out of their ship in a local docking bay, those who decide to settle might buy a hovel just like this one.
  • Characters who are being chased by the authorities or other enemies could duck into a place just like this.
  • Should they need to do some undercover work, or just need to disappear for a while, the PCs might join Govra Henn in his work so as to avoid notice.
  • The Weequay might notice something important during the course of his business, something that the PCs wish to learn, but that NPCs want to keep secret.