Venue Database

Name
Ahch-To: Ancient Islands
Arx: Combat Training Center
Arx: Refinery Complex
Arx: The Abandoned Mines
Arx: The Colosseum
Arx: The Colosseum - The Bridges
Arx: The Colosseum - The Elements
Arx: The Colosseum - The Forge
Arx: The Colosseum - The Jungle
Arx: The Colosseum - The Shanty Town
Arx: The Colosseum - The Singularity
Arx: The Colosseum - The Void
Batuu: Black Spire Outpost
Cato Neimoidia: Bridge Mansion
Corellia: Club Fallen
Coruscant: Club Kasakar
Coruscant: Level 1313
Crait: Former Rebel Base
Dajorra: Port Ol'val
Daleem: Tunnels
Dathomir: Desolate Swamps
Dromund Kaas: Dark Temple Ruins
Felucia: Rancor Graveyard
Godless Matron: Chute Town
Godless Matron: Hangar Zerek
Godless Matron: The Gauntlet
Hoth: Ice Cave
Jakku: Fallen Starship
Jedha: Cadera Ruins
Kalsunor: Massassi Arena
Kamino: Landing Platform
Kashyyyk: Rainforest Canopies
Kasiya: Chancellor's Conference Room
Kasiya: The Playground
Kenari: Raiding The Covenant
Kiast: Velastari Temple
Korriban: Valley Of The Dark Lords
Luprora: Rising Tides
Malachor: Sith Temple Ruins
Mustafar: Interrogation Facility
Mustafar: Mining Facility
Naboo: Jan-gwa City
Naboo: Otoh Gunga
Naboo: Plasma Refinery Complex
Naboo: Theed Royal Palace
Nal Hutta: Winter Palace
Nancora: Axio Transit Station Cresh
Nancora: Factory "Empusa"
Nancora: Faron City
Nancora: The Badlands
Nar Shaddaa: Club Vertica
Nar Shaddaa: Jekk'Jekk Tarr Cantina
Nar Shaddaa: Refugee Sector
Nar Shaddaa: Streets
Ruins of Antei: The Dark Hall
[Scenario] Ahch-To: Raiders of the Lost Ahch
[Scenario] Arx: Are You Not Entertained?
[Scenario] Eadu: Weapons of Old
[Scenario] Endor: Searching the Death Star II Ruins
[Scenario] Florrum: Map to a Pirate’s Treasure
[Scenario] Godless Matron: Emergency Repairs
[Scenario] Godless Matron: Intelligence Scramble
[Scenario] Hoth: Bounty on Ice
[Scenario] Kamino: Collective Defector
[Scenario] Kasiya: Glitter Problems On Floor 42
[Scenario] Maldo Kreis: Trial By Ice Spiders
[Scenario] Mustafar: Vader's Legacy
[Scenario] Naboo: Escape from Otoh Gunga
[Scenario] Nancora: Scavenging the Foundry
[Scenario] Nar Shaddaa: Thief Hunt
[Scenario] Ostara: Insurgency At The Temple
[Scenario] Umbara: Deals in the Dark
[Scenario] Utapau: Climbing the Ranks
[Scenario] Wasskah: The Most Dangerous Game
[Scenario] Wild Space: Downfall of the Suffering
Selen: Aphotis Sea Laboratory
Selen: Arcona Citadel - Cantina
Selen: Arcona Citadel - Courtyard
Selen: Arcona Citadel - Throne Room
Selen: Fort Blindshot
Selen: Shrine of the Spirit King
Sepros: Ballista Crash Site
Sepros: Temple of Sorrows
Seraph: The Lighthouse
Shili: Savannah
Solyiat: Po’tak Coastline
Solyiat: The Fang
Takodana: Maz Kanata’s Castle
Tatooine: Chalmun's Spaceport Cantina
Tatooine: Great Pit of Carkoon
Corellia: Club Fallen

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The air is crisp on this cool Corellian night outside Club Fallen. A wave of sound washes over everything, pounding into the heads of everyone even from outside the venue. Members of a dozen different species loiter around outside enjoying themselves as they wait—many in vain—to gain entry into the club. From high above, floodlights aim down illuminating the darkness in large patches, though there are still plenty of shadows where people hide more... illicit types of fun. Bouncers stand on either side of the main entrance and security walks around at scheduled intervals. Behind the club, there's a back entrance used for loading and offloading equipment.

The first floor is dominated by a large, rectangular dance hall. The sound inside is overwhelming, as are the myriad lights of vibrant hues that flash quickly and sporadically with the beat. An undulating mass of lifeforms crash and gyrate against one another, screaming on the floor in some semblance of the word "dance". On either side of the mashing bodies are raised platforms, with a slightly calmer atmosphere. The people there are a little more subdued, but not by much. At the far end of the hall is a massive, raised stage with room for a full band, though currently occupied by a lone DJ and his gear. More bouncers line the hall—hired local muscle—ready to deal with any troublemakers.

Stairs in the back lead to the second floor. Above the dancing masses are a series of crisscrossing walkways stretching from one end of the venue to the other: maintenance access for the various lights and speakers that dangle haphazardly above the crowd. Directly above the stage is a mezzanine with a large, soundproof booth, inside of which is the beating heart of the club. All the electronics flow through this booth, controlling every aspect of the sound, lights, and security equipment...

Between the crush of bodies and all the noise, you may find yourself almost overwhelmed. All you know is that your enemy is here, somewhere, in Fallen mixed into the crowd. Are they alone? Are they lying in wait? It's unclear. What is, though, is that the club is full of sentients. Potential enemies? Possibly. Potential witnesses? Definitely. What are you prepared to do to eliminate your target? Can you slay them without raising the alarm? Or will you instigate a massacre to ensure no one is left standing?

The decision is yours... if your enemy doesn't make that choice for you.