SWURPG

The Duros Quarter — a Nar Shaddaa Warren

Scene 1.2 — The Duros Quarter

A stacked Nar Shaddaa warren of passage-brokers and coffin-hostels slung off a freight deck, where the party works leads for the mark's bolt-hole and a Pyke crew turns up demanding a 'tax'. A rope-bridge over a drop splits the plaza into a chokepoint; market stalls give full cover. The teaching fight (initiative + cover) — the Pyke crew is GM-placed, and paying or out-intimidating them skips it entirely.

Used in
The Smuggler's Moon Contract
Scene
Scene 1.2 — The Duros Quarter
Grid
16×12 cells · 80 ft × 60 ft

The Duros Quarter — a Nar Shaddaa Warren

Grid: 5 ft / squareN
The Duros Quarter
Terrain Key
Wall
Door
Control terminal — Coffin-hostel (room 9-114)
Pit (fall hazard) — The drop (gap in the decking)
Boardwalk / pier — Rope-bridge (the crossing)
Cargo container — Cargo container
Three-quarters cover (+5 AC / +5 DEX saves)
Crate — Stacked crates
Half cover (+2 AC / +2 DEX saves)
Barrel / drum — Fuel drum
Half cover (+2 AC / +2 DEX saves)
Light source — Flickering signage
Rocks / scree
Map Key
  • 1Coffin-hostel (room 9-114)The mark's bolt-hole (Scene 1.3): a two-by-three coffin-room. She's already gone, but left a warm datapad and a taped-behind-the-locker Imperial data-spike — and the room was searched before the party arrived (Draven was here first).
  • 2The drop (gap in the decking)A gap in the warren's decking, open to the sprawl far below. A creature forced off the walkway falls (40 ft, 4d6) and must climb back up; an Athletics or Acrobatics DC 15 catches the edge on the way over.
  • 3Rope-bridge (the crossing)
  • 4Cargo container
  • 5Stacked crates
  • 6Fuel drum
  • 7Supply crate
  • 8Passage-broker's kioskWorking a lead here (Persuasion/Intimidation, or Use Computer to pull the cam-net) points toward the coffin-hostel — see Scene 1.2's three leads. The broker also remembers 'a human, cold eyes, good armor' asking an hour ago (Draven).
  • 9Flickering signage
Legend
STALL1Market stall (full cover)
STALL2Market stall (full cover)
GM-only enemy positioning (place tokens when the party works the second lead, NOT at scene-open): a Pyke collection crew blocks the upper plaza across the rope-bridge — a Pyke Sentinel (red, TR 4) at roughly [8, 3] with 3 Pyke foot-soldiers (red, TR 2) at [4, 2], [11, 2], and [13, 4]. They open with a demand for a 500-credit 'tax', not a kill: paying, or winning an Intimidation contest (DC 15 vs the Sentinel), skips the fight entirely. If it turns loud they fire from cover across the bridge, forcing the party through the chokepoint, and break and run at half strength. Play it to teach initiative + cover, not a wipe. The rope-bridge (2 cells wide) is the only crossing — a shove or a whipcord over the rail is a 40-ft fall (see the drop key). The coffin-hostel ([2, 0]) is the way to Scene 1.3. Scaling: 2-3 PCs → drop the Sentinel. 5-6 PCs → add 2 foot-soldiers. The market stalls are full cover; crates, drums, and containers are half-to-three-quarters cover.

How to use this map

A stacked Nar Shaddaa warren of passage-brokers and coffin-hostels slung off a freight deck, where the party works leads for the mark's bolt-hole and a Pyke crew turns up demanding a 'tax'. A rope-bridge over a drop splits the plaza into a chokepoint; market stalls give full cover. The teaching fight (initiative + cover) — the Pyke crew is GM-placed, and paying or out-intimidating them skips it entirely.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 1.2 — The Duros Quarter in the The Smuggler's Moon Contract GM document.