At a glance
| Levels | 5 (no level-up — ends in credits, gear, and reputation) |
| Party | 2–6, built for 4 — works with or without a Force-user |
| Sessions | ~3 (3–4 hours each) |
| Structure | 3 acts · a contract, a race, and one hard choice on a docking platform |
| Era | Imperial — an Empire-backed bounty on the Smuggler's Moon |
| Themes | A capture-alive hunt · rival hunters · a payday with a conscience attached |
The pitch
A Guild broker on Nar Shaddaa hands your crew a fat, Imperial-backed contract: find Sera Vantel, a runaway logistics analyst, and bring her in alive for twenty thousand credits. The puck is clean, the money is real, and the Empire wants her breathing badly enough to pay a premium — which is the first thing a careful hunter finds strange.
You're not the only crew on the trail. Draven Koss — a hunter who works dead-or-alive and does not care which — is a day ahead and closing. To catch Sera first you'll have to work the vertical underworld of the Smuggler's Moon, out-track a professional, and take a frightened, unarmed woman without a scratch on her, exactly as the contract demands.
And then you'll find out what she's carrying, and why the Empire really wants her, and the job stops being simple. The Smuggler's Moon Contract is a three-session capture-alive hunt for a party around level 5 that ends not with a boss fight but with a choice — one line on a bounty puck, and what a hunter is willing to do to honor it.
What's in the GM download
Three PDFs, one source:
- The story you run — read-alouds, scene-by-scene prose, the track through the sprawl, the rival-hunter set-piece, and the four-way finale, with each stat block collapsed to a one-line pointer so the pacing never stops for a page-flip.
- The Stat Reference — every enemy and NPC with tactics, party-size scaling, and loot, regrouped in play order for mid-fight lookups.
- The Tactical Maps — printable grid maps of the hunt's key sites at LEGO scale.
Inside: the Real Story (why the Empire pays a premium for one clerk alive), a full cast — the broker, the mark, the rival, the Imperial handler, and the shadow-broker who'll outbid them all — per-encounter scaling for 2–6 players, capture-versus-kill mechanics that actually matter, and a four-branch finale with distinct outcomes and sequel hooks. An optional reversal turns the whole thing around: the party becomes the bounty.
What you need at the table
- A set of polyhedral dice per player
- Character sheets for a level-5 party (bring existing characters, or level a set of pre-mades up to 5)
- The SWURPG rules for combat and — recommended reading for the GM — The Bounty Hunter's Code and Running the Hunt
Era
Set in the Imperial era, with the Empire posting the bounty and an ISB handler waiting at the other end. If your table runs a different period, the hunt still works untouched: swap the ISB client for a Hutt kajidic, a corporate security division, or a crime syndicate that wants the mark alive for their own reasons, and the choice at the end lands exactly the same.
Ready to run?
Use the Download Adventure button above to grab the three-PDF pack, read the GM doc (especially the Real Story and the finale), and take your crew down onto the Smuggler's Moon. The contract said alive. It didn't say to whom.
