"I understand... Alright then, getting in there wont be a problem. It's what happens after wards I'm worried about."
What does the outside layout of the building look like? How many entrances, anything window like we could look in to see the inside of the building?
"You said your other officers have been keeping tabs on this place. Do you know of anything we could use to our advantage here? Backdoors or things along those lines?"
As is typical of Coruscant architecture, this forgotten garage is sturdy enough that it serves as part of a mega-skyscraper that reaches high up into Coruscan't atmosphere. The vehicle entrance and the landing pad protrude further out from the side of said structure. The two accessible entrances are the massive blast door meant for speeders, and the smaller door that the thugs went through.
"I will climb up to the windows just over the entry," Quinto says. "It will give me a decent vantage point to cover you from. That was always part of the plan if we decided to take this place. Anything else doesn't really help us, I'm afraid."
Perfect.
Your lightsaber sinks into the door and slowly melts it away until it falls inwards. You step through into near darkness, but there is light ahead of you.
The inside of the massive speeder garage, since it no longer serves that purpose, is reminiscent of the warehouse from Indiana Jones where they stash the Ark of the Covenant. Full of crates! With alleys between wide enough for speeders to move through. There is also a clearing, where you hear hushed voices and hurried footsteps. Men are loading a large truck-like speeder with as many crates as they can grab.
The men who you engaged in the speeder chase with are being chastised by a guy wearing a beaten leather jacket and a heavy pistol at his belt, his hair slicked back. He looks like a smuggler.
"You LED them here?!" the smuggler angrily asks.
"Well... yeah..." the Driver says. "They shot back at us! Where were we supposed to go?"
"Anywhere but here!" the smuggler snarls.
Certainly. The smuggler is preoccupied and Presence works well here amongst the crates so that he nor any of his men in the area notice you as you creep in, having rolled four successes.
"This is just proof that you guys were the wrong people for the job," the smuggler. "You convinced me that you could handle it!"
"How do we make this right, boss?" asks one of the flunkies.
"I'll show you how we make this right..."
In an instance, there is a flash as the smuggler quick-draws and fires his pistol from his hip, striking the driver in the gut. In the same moment, he guns down one of the thugs before it can react. The other two flail and scream uselessly before being shot themselves.
"Idiots," he says, kicking one of them before twirling his pistol stylishly and holstering it. He swivels on the heel of his boot, his back to Wentar's hiding place, and yelps at the gawking underlings. "Get back to work! I want this stuff outta here before the cops show!"
Wentar will use this opportunity to spring forward, activating his lightsaber, holding it against the smuggler. (Obviously not close enough to cut him, but moving would be a bad idea.)
"In the name of the Jedi Order you are all under arrest," he shouts, keeping his lightsaber trained on the Smuggler. "Drop your weapons and get on the floor! We have this place secured and any resistance will be dealt with swiftly!" Wentar hopes Quinto's sniping will disable any runners and that none call his bluff.
Intimidation roll with Presence please.
When Wentar springs into action and holds the smuggler hostage via lightsaber, every goon in the area goes for their guns and draws bead on you before you can even speak.
But when you do, Presence bumps Wentar's Intimidation pool up to 9 dice. He rolls a decent three successes, and while the thugs don't toss down their blasters, they do lower them.
The smuggler laughs.
"They may all have the collective intelligence of a barstool," the smuggler says, "but I'm not a maroon! Those men I just shot told me it was you and the sniper chasing them. This far down, it'll take a lot longer than that for the cavalry to come!"
(Note: Any Force points spent during this part of the game will be replenished once it is over, to represent the passing of time. So feel free to go nuts!)
Using Empathy tells you that the flunkies are hesitant to shoot. They are afraid of you, but they are more afraid of the Smuggler.
"Maybe," the smuggler says. "Being held hostage by a Jedi doesn't do much for your image, though."