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General Rosh

General Rosh
Level 45 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Voss
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: General Rosh
Other Sites:

Conversation:

  • 269. - I envy you, taking up arms against this Jedi Master. It must be nice to take action for a change.
  • 223. <Non-dialogue segment.>
    • 224. Player - Tell Darth Serevin that Durik Vesh is no longer a problem, General.
      • 227. - Excellent, my lord. Your timing is perfect; we've heard that Jedi Master Keln has just landed in Voss-Ka.
    • 225. Player - The target's been eliminated.
      • 228. - You completed that mission just in time. Intelligence reports that Jedi Master Keln has arrived in Voss-Ka.
    • 226. Player - Durik Vesh has been handled, General.
      • 229. - Perfect. Darth Serevin will be pleased. We've received word that Jedi Master Keln just landed in Voss-Ka.
        • 231. - You can report the good news to Darth Serevin. He asked to speak with you as soon as you returned.
          • 237. - We've missed something. Our spies report that Master Keln has already left Voss-Ka. He's headed into the Ruined City.
            • 239. Option - What's in the Ruined City?Player - What is the Empire involved in there?
              • 240. - Nothing at all. That is what worries me.
            • 241. Option - I didn't miss anything.Player - I took care of everything you told me about.
              • 244. - Your work has been flawless. The Intelligence operatives responsible for monitoring Master Keln have been executed for this failure.
            • 243. Option - What does that even mean?Player - I'm sorry, I don't know what you're talking about.
              • 245. - Your confusion is understandable. I, myself, don't understand what this means.
                • 249. - The ruins were a city that the Voss abandoned in antiquity. We have archaeologists there, but nothing compromising.
                  • 253. - Nothing in that city should harm us, and yet that is where Master Keln has gone to retrieve his evidence.
                    • 254. Option - Then that's where I'm going.Player - If the Jedi went to this Ruined City, I'm going after him.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      • 259. - Eliminate Master Keln and his evidence, and the Empire will be most grateful.
                    • 255. Option - This must be a ruse.Player - This may be a trap--or it's a distraction from wherever his real evidence is hidden.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      • 258. - We must be sure there's nothing in those ruins. This Jedi will not cost us an alliance now.
                    • 256. Option - How do I stop him?Player - So what's next?
                      • 257. - The Empire requires you to go to the ruins, find Master Keln and eliminate him and whatever evidence he has.
  • 220. - This is a great opportunity. We've wanted to eliminate Vesh for weeks. You should be proud to be chosen.
  • 48. <Non-dialogue segment.>
    • 284. - You've all done extraordinary work. Our people had trouble spotting the towers' destruction, and they were watching for it.
    • 281. - My lord, thank you for your aid. Our scouts reported the towers' destruction, and the Voss seem none the wiser.
    • 282. - You do good work, hunter. The scouts watching your progress out there were positively gushing.
    • 283. - I should have known Intelligence would make quick work of the towers. Well done!
    • 280. - Our own scouts barely spotted the destruction of those towers in all the confusion out there. Well played.
      • 49. - The Republic must be squirming right now, wishing they could strike back at us.
        • 50. Option - Why did you send for me?Player - The Voss told me you wanted to speak with me.
        • 55. Option - Let them try.Player - I'd relish the chance to engage the Republic directly.
          +200 Influence : approves.
          +50 Influence : disapproves.
          • 62. - You're not alone. I'd much prefer to end all this skulking about.
        • 57. Option - Suits me just fine.Player - I'd hate to be out of a job so soon.
          +200 Influence : approves.
          • 65. - Very little danger of that. The Voss seem to delight in drawing out these negotiations.
        • 58. Option - What's stopping them?Player - Why can't they just go to the Voss and accuse us of destroying their property?
          +200 Influence : approves.
          • 68. - The Voss would investigate, discover the Republic had built spy towers near Voss-Ka, and you can imagine how they would react.
        • 56. Option - I assume we're not done yet.Player - What now?
          • 59. - We have more work to do before the arrival of this Jedi Master.
            • 51. - Wait. We have an incoming transmission.
              • 53. - I am extremely pleased. The gullible Voss already talk of the heroic outsider who held back the Gormak abominations.
                • 72. - However, we've little time to savor this victory. An opportunity has presented itself.
                  • 78. Option - Not more cleanup, I hope.Player - I've had my fill of fighting surveillance equipment, beasts and thugs.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                  • 77. Option - Tell me what needs to be done.Player - I will not fail.
                  • 75. Option - That sounds interesting.Player - What sort of opportunity?
                    • 196. - There is a place the locals call the "Nightmare Lands." It is an area steeped in the power of the dark side.
                      • 200. - A promising Sith named Durik Vesh led a group there to search for the source of the power.
                        • 202. - But Vesh was weaker than we thought. Dark energy overpowered his mind. He went mad and was captured by the Republic.
                          • 203. Option - Why do they want him?Player - What good is a madman to the Republic?
                            • 205. - They are almost certainly trying to pick his addled brains for information: about us and the Nightmare Lands.
                          • 204. Option - They'll use him against us.Player - That doesn't sound good.
                            • 209. - Indeed. He's been kept out of sight. Locked in SIS maximum security. Until now.
                          • 86. Option - Skip the explanations.Player - Just tell me who you want killed.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 105. - Direct. I like that.
                              • 110. - Reports say Vesh is being moved. Under guard, naturally, but out in the open. We need him dead.
                                • 111. Option - This sounds like a trap.Player - Seems highly convenient that the Republic is moving him now, just as we're trying to eliminate everything they have on us.
                                  +200 Influence : approves.
                                  +200 Influence : approves.
                                  • 120. - I would not trust this task to anyone less skilled than yourself. A failure here could cost the Empire Voss.
                                • 117. Option - Why do you want him dead?Player - Why not just free him, or bring him back here?
                                  • 212. - We have too much at stake on this planet to coddle an insane fool who could not handle power.
                                • 119. Option - Of course, my lord.Player - Understood.
                                  • 213. - Vesh and his escort will be leaving the SIS camp shortly. They will pass through a canyon nearby. Intercept them and leave no witnesses.
                                    • 221. - Plant this in the canyon before the convoy arrives. I wish you luck.
                                      • 222. <Conversation Exit>
  • 46. - If all goes well, you can destroy those Republic listening towers and earn us the gratitude of the Voss in a single blow.
  • 2. <Non-dialogue segment.>
    • 274. - Welcome to Fort Kodentha. I'd only just received word you were coming.
    • 5. - My lord, Fort Kodentha is honored by your presence. Darth Serevin mentioned you were coming.
    • 6. - I am General Rosh. You must be the bounty hunter. Darth Serevin spoke highly of you.
    • 7. - Yes, you must be the agent Darth Serevin told me to expect. Welcome to Fort Kodentha.
    • 277. - Welcome to Fort Kodentha. I've been expecting this visit. Darth Serevin spoke very highly of you.
      • 11. - I heard what you did to the Houks. I must admit, I've wanted to exterminate those thugs for some time.
        • 18. - Now, perhaps, we can strike at the Republic. Albeit indirectly. Cursed diplomats and their games....
          • 15. Option - You don't sound happy.Player - You disagree with Darth Serevin's strategy?
            • 165. - I would simply prefer a more direct approach.
          • 17. Option - We can't be caught.Player - I thought we couldn't do anything that would upset the Voss.
            +200 Influence : approves.
            +200 Influence : approves.
            • 164. - Every step is mired in politics. My only consolation is that the Republic is equally stymied.
          • 21. Option - You have my attention.Player - Tell me more.
            • 22. - We've detected Republic spy towers in our vicinity. If I sent men to destroy them, we would incur suspicion from the Voss.
              • 31. - The Voss post nearby, however, appears to have come under attack. We can aid them and destroy the towers at the same time.
                • 32. Option - Who is attacking the Voss?Player - What enemy am I supposed to help them fight?
                  • 35. - My scouts can't determine who or what the attackers are.
                • 34. Option - Two birds with one stone.Player - That's a good idea.
                • 33. Option - The Republic will retaliate.Player - The Republic won't take the loss of their listening towers lightly.
                  +200 Influence : approves.
                  • 37. - If this goads them to strike back at us openly, so much the better.
                    • 39. - The commander of the Voss post is Panthin-Dro. Seek him out, give him the Empire's full support.
                      • 44. <Conversation Exit>
  • 272. - I'm busy at the moment. Another time.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
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Appearance ID16140924665323209670
Body Typebmf
Gender0x00
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    "LootTableId": "0",
    "IsClassTrainer": false,
    "IsVendor": false,
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    "CoverPackage": "pkg.cover.none",
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