The contract said alive
Most of our adventures hand you a job. This one hands you a person — and the whole adventure is what you decide to do with them.
The Smuggler's Moon Contract is a three-session bounty hunt for a party around level 5, set on Nar Shaddaa in the Imperial era. A Guild broker slides a puck across her desk: Sera Vantel, a runaway logistics analyst, wanted alive for twenty thousand credits, half on signing. It's a tracking job, not a shooting one — a good week's work for a professional crew. The only strange part is the price. The Empire wants a data-clerk breathing badly enough to pay a premium, and a careful hunter files that away and takes the money anyway.
Then you go down onto the Smuggler's Moon to find her.
You're not the only crew on the trail
Somewhere in the vertical sprawl, Draven Koss is a day ahead of you and closing. He works the same mark you do — except his puck reads dead-or-alive, and dead is faster. He's calm, courteous, and genuinely puzzled that anyone would agonize over a payday. He is your crew's mirror: the same trade, the same gear, none of the code. Out-tracking him through the neon underlevels, and deciding what to do when he offers to simply buy the mark off you, is the spine of the middle act.
And when you finally corner Sera — unarmed, exhausted, certain she's about to die — you find out what she's actually carrying, and why the Empire really wants her alive, and the simple job stops being simple. That's all I'll say. Some contracts you have to run to understand.
Capture is a different kind of fight
This is the adventure the new bounty-hunter gear was built for. The puck says alive and unharmed, so a blaster to the chest forfeits the fee — which puts the net gun, the whipcord, the carbonite projector, and the tracking kit at the center of the hunt instead of the edge. Taking a frightened person down without a scratch, across a platform with a long drop and a rival's rifle on you, is a genuinely harder problem than just winning a firefight — and the module rewards you for solving it the professional's way.
It leans on the whole Bounty Hunter Code arc: the class's Mark for Capture, the capture arsenal, and the underworld you hunt through — the Hutt Cartel, the Pyke Syndicate, Imperials at the far end. If you want the trade behind it, The Bounty Hunter's Code and Running the Hunt are the reading.
It ends on a choice, not a boss
There's no final monster. There's a docking platform at dawn, the mark in your hands, and four different futures pulling at once — the Imperial handoff, a rival who wants a body, a shadow-broker who'll outbid them all, and one line on a contract you agreed to honor. The finale is a four-way decision with distinct outcomes and sequel hooks, and the module never tells you which is right. There's even an optional reversal for a darker table: the party becomes the bounty, and every hunter on the moon starts looking at you the way you looked at Sera.
What's in the GM download
Three PDFs from one source, plus the maps:
- The story you run — read-alouds, the track through the sprawl, the rival-hunter set-piece, and the four-branch finale, with each stat block collapsed to a one-line pointer so the pacing never stops.
- The Stat Reference — every enemy and NPC with tactics, party-size scaling (2–6 players), and loot, in play order.
- The Tactical Maps — three printable LEGO-scale battle maps: the Duros Quarter warren where the trail (and the first fight) starts, the dead-end platform where you corner the mark, and Berth 4, the finale docking platform. Clean tiles — no enemy positions printed on the paper your players see.
Nal Hutta — home of the Smuggler's Moon — is pinned on the galaxy map now; click the world to open the module.
Read the adventure and grab the GM download →
Take the contract. Find her first. Then decide what kind of hunter you are.
