Episode Two: Tatooine



The characters may visit other planets on the way to Tatooine. However, time keeping is important, keep track of how much time they spend. If for some reason they missed the appointment, go to "Missed the Appointment", otherwise go to "Crash Memorial"

Missed the Appointment


Read aloud:
Just after landing, Cresp approaches the ship. He yells,"Your incompentence has cost me quite enough, give me the droid! You're through!" Sorry man, Game Over!
As you can see the adventure is over. It wouldn't be surprising if the characters decided to keep the droid for ransom, but woe to them as Cresp summons Rodian thugs, Gamorrean Guards and bounty hunters. Ships orbit the planet in case the characters try to split. Perhaps this could extend the adventure.

Crash Memorial


When the characters reach the Memorial, read aloud:
The midday suns of Tatooine sears the city of Mos Eisly. The droid chirps impatiently as he refused to stay in the ship. Dozens of the denizens pour through the streets. Three Jawas skitter and chirp over the droid, then go on to the scrap pile after you shoo them off.

At this point the droid whould dissapear. If the characters are keeping a special eye on the droid, have a fight break out or cause some distraction. In anyway possible, make it possible for the droid to be stolen. If the droid was still somehow kept on the ship, it is gone, and is made to appear as if the droid escaped.

After the characters have been mad aware of their dillemna, have Cresp show up.
Read aloud:
Cresp approaches you and says, "Good, you're here, I've got some cargo in docking by 42. Where's the droid?"

The characters don't neccessarily have to tell Cresp what's going on, but he needs someone to meet him in 2 hours to pick up the cargo. The PCs may now split up into teams, comlinks are recommended for coordination. The characters who meet Cresp at the Docking Bay recieve 70 tons of cargo, consisting of crates filled with luxury items such as clothes and holotapes. They also are able to aquire a skiff.
Skiff
Type: Ubrikkian SuperHaul Model II Cargo Skiff
Crew: 1
Passengers: 16
Scale: Speeder
Move: 70; 200kmh
Body: 2D
The other team may be asking around. Sooner or later, someone directs them to an alien figure clad in dull, tan colored rags. Anyone making a difficult alien species roll determines that he is an Ursian. If the same characters make a moderate roll, they know that Ursians have a reputation for being sneaky. When the characters approach the Ursian, read the following:
As you approach the Ursian, he turns to you and says."Ahh, I've been watching you, have you lost something, my name is Melas Tenin."
Through conversation, Tenin will say that he saw such a droid being herded away by Jawas of the Plaebas clan, and that they went down a sidestreet down the road. Of course Tenin is lying, roll Tenin's con against the PC's Perception (Tenin's stats are at below). If the characters beat Tenin's roll (highly unlikely), they have a good clue that he's lying. If they miss it by no more than 8, they know that he knows more than he's telling. Otherwise, they have no clue as to the ruse.
Note: If the characters notice something suspicous, have them roll Knowledge, law enforcement, tactics, or investigation skill. If they make a ten or higher, they realise that Tenin may be the key to finding the droid. They should play off the ruse, and secretly follow Tenin. But following an Ursian is always difficult...

Name: Melas Tenin Type: Ursian Thief
DEXTERITY 4D
Blaster 4D, Pick Pockets 6D, Dodge 4D
KNOWLEDGE 2D
Beauracracy 3D, Bussiness 3D, Languages 2D,Law Enforcement 2D, Streetwise 2D, Value 3D
MECHANICAL 1D Repulsorlift Op. 1D, Space Transports 1D
PERCEPTION 4D
Con 4D, Search 4D, Hide/Sneak 5D, Bargain 5D
STRENGTH 1D
Brawling 1D, Stamina 1D, Lifting 1D
TECHNICAL 2D
Computer Programming/Repair 2D, Droid Repair 3D, Security 4D
Move: 10
Character points: 5
Equipment: Blaster pistol, cargo skiff, lock picks, Anti-security kit(+3D to Security rolls) 1500 credits.
Story Factors: Ursians are reputed to be sneaky, add 2D to perception and any skills when trying to decieve in any way.
Background: Ursians are by nature, incredibly sneaky.Tenin uses his sneakiness to his advantage: he's a proffesional thief for hire. His agenda in this adventure is to steal the droid from the characters because he believes that it contains the jump coordinates to a secret Rebel Base. He planned to divert the characters while he delivered the droid to Jabba. Tenin seeded a false droid for the characters to follow, but Tenin is not perfect and forgot to wipe the droid's memory. Anyway, he would recieve lots of money from Jabba, steal it back later in the night, then sell to the Imperials to profit doubly.

Following Tenin is very difficult, and is in no way possible, only to find that he went to the west, toward Jabba's palace. It is time for the characters to plan their next course of action.

Episode 3: Droid Chase



In this episode, the characters must successfuly find the droid, or at least the decoy.

Finding Tenin now is now more difficult than impossible, and finding the droid may be nearly that hard. Meanwhile, have characters make a Perception check, although the difficulty is normaly moderate, you may want them to see this even if they fail; an APB (All Point Bullitin). Read the following:
You notice that one of the dataports has a picture of the droid you're looking for. A monotone Imperial voice continues the announcement:"...the droid has been suspected to contain the coordinates to a rebel base. Informants have determined that a large portion of money is being paid to have the droid delivered to an undetermined system. The droid is being transported by a group of free traders in the region."Soon, dossiers and pictures of yourselves flash across the screen as the voice continues," a 20,000 credit reward will be paid to the individual or group who can bring the droid and/or the smugglers to Imperial custody alive. Reward is void if the droid or the smugglers are destroyed." The announcement ends with that.
Continuing the search for the droid with the PCs a bit razzled, they will find that there is a huge Jawa Swap meet on the edge of town where Tenin pointed. There are hundreds of Jawas and nearly 20 Sandcrawlers. Should the players choose to ask around for the Plaebas Clan, all the Jawas want 3D6 x10 credits. The first two asked know nothing, the third points out another Jawa who is willing to speak. Roll for investigation or other skill and consult the chart below:


Lower the difficulty by one level for every extra round spent in conversation.

Depending on what they know, they have the following options:

Finding Tenin

It will be impossible to try and find Tenin. It would be a waste of time, and such should be noted as to how much time is spent. Of course the more callous GMs don't have to tell the Players that they have no chance of finding him no matter how high they roll, at least not until they get bored.

Head for Sandcrawler

It will not be difficult to find the sandcrawler. It's an Easy search roll, or Very Easy with Macrobinoculars. The Sandcrawler is slow and lumbering, it will not be hard to catch up. The sandcrawler will stop at the first sign of the Characters and try to sell them useless junk. It will not be hard to find out that the droid was sent along with the more valuable prizes to Bollager's Droid shop in Bestine. The sandcrawler is heading there for a rendevous, and to attend another swap meet. This info will be followed by more jabbering Jawas with a speedy sales pitch for binary loadlifters (or whatever.).
Bollager's Droids

As long as the characters reach Bollager's before sunset, there will be no problem in getting into the shop. Rex Bollager is a fat, bald man with a short temper. After brief conversation, Bollager shows the characters the droid. The droid seems to be fine, yet doesn't seem to recognize the characters. If the characters ask if the droid is memory wiped, Bollager will say no, but costs an extra hundred. The droid itself is 3,000 credits, and Bollager will not allow any memory access or prolonged conversation with the droid until bought and paid for. One of the few things he is willing to do, is give a brief show of the droid's features. Bollager is firm, and wants his money.
Max Bollager
Type: Droid Dealer
DEXTERITY 2D
Blaster 3D, Dodge 3D, Brawling Parry 4D,
KNOWLEDGE 2D
Languages 2D, Bussiness 3D, Survival 2D, Streetwise 2D, Value 3D
MECHANICAL 2D
Repulsorlift Op. 2D
PERCEPTION 2D
Gambling 2D, Bargain 5D, Hide/Sneak 2D
STRENGTH 3D
Brawling 4D, Lifting 3D+2, Stamina 3D+2
TECHNICAL 3D
Droid Programming 5D, Droid Repair 5D, Computer Programming/Repair 5D+1, security 3D

The droid

Anyone making a moderate Perception roll will notice something odd about the droid, a Very Difficult roll or higher and he will notice that the droid definately looks different. The droid itself thinks that it's own registry is R2-R6. When bought the droid will reveal that it's not the same droid, and will relay Tenin's plan to the characters. He will say that Tenin had meant seed the droid in as bait in a wild goose chase. While all this was going on, Tenin decided to deliver the droid to Jabba, then steal it later in the night and go to Mos Eisly and turn it in to the Imperials. With that said, it's time for the characters to go because sun is setting, and Bollager doesn't take refunds! (Although Bollager may buy the droid for 2,000...)Anyways, on to the next episode!

Episode 4: "Ne Badda No Jabba."
This is where the real shooting begins. Hopefully the characters have decided to try their luck with Jabba the Hutt, and are on their way to Jabba's palace. On the way there, bounty hunters on swoops attack the characters. As soon as the bounty hunters are dealt with, the characters find Tenin, and the real droid by luck. However, Tenin is beseiged on his skiff by a group of Sand People.

Okay, so the characters are on their way to Jabba's Palace, right? From Bestine, it will take about 5 hours to get there. The suns are out of sight, but there is still a slight twilight. Well, Jabba usually parties late into the night, so five hours is about enough time. If the characters step on it, they can reduce the transit time to about four hours (moderate Repulsorlift Op. check). The actual journey will take the characters south on a road to several towns on the way. They will pass by Arnthout, then Motesta, then Anchorhead, past Tosche Station, cross the Jundland wastes to Wayfar, then travel across the Dune Sea to Jabba's Palace. Stopping in towns for rest stops is permitted, and may be fun. If any wise guy Players want to visit Luke Skywalker, or Old Ben Kenobi, just ask them, where exactly do they live? It's late at night, and nobody is going to be around to point out where either of them live.

Bounty Hunters


Somewhere between Arthout and Motesta, a group of bounty hunters ambush the characters on swoops. The terrain is Easy, for combat reference. have the characters make a difficult Perception check (-4D for darkness). The bounty hunters wear visors to see in the darkness. If they somehow succeed in spotting the bounty hunters, read:
hiding behind stones and boulders, you spot four swoops!
Of course the characters may not know that their bounty hunters yet. Then read:
Four swoops burst from the boulders on the side of the road. "Set your blasters for stun, these guys have to be alive!", yells one of them.
To run the combat, you may want a small map to depict a desert road and several large boulders, and figures, it would be easier. This conflict ends when all the PCs are knocked unconsious, or if two or more bounty hunters are Incappacitated, Mortaly Wounded or Killed.

Name: Beeza Type: Rodian Bounty Hunter Leader
DEXTERITY 4D
Blaster 6D, Blaster: Blaster Rifle 7D Dodge 4D, Brawling Parry 4D, Melee 4D, Melee Parry 4D
KNOWLEDGE 2D+2
Beauracracy 2D+2, Bussiness 2D+2, Languages 2D+2,Law Enforcement 2D+2, Streetwise 2D+2, Value 2D+2, Intimidation 2D+2
MECHANICAL 2D+2
Repulsorlift Op. 4D+2, Repulsorlift Op.:Swoop 5D+2, Space Transports 2D+2
PERCEPTION 3D
Con 3D, Search 3D, Hide/Sneak 3D, Bargain 3D
STRENGTH 3D+2
Brawling 3D+2, Stamina 3D+2, Lifting 3D+2
TECHNICAL 2D
Computer Programming/Repair 2D, First Aid 2D, Security 4D, Security: Locks 5D
Move: 10
Character points: 5
Equipment:Heavy Blaster pistol, Blaster Rifle, Visor, Vest (+1 Energy, +1D physical), knife, comlink, two medpacks, 2000 credits.

Bounty Hunter
DEXTERITY 3D
Blaster 4D, Dodge 3D, Brawling Parry 3D, Melee 3D, Melee Parry 3D
KNOWLEDGE 2D
MECHANICAL 2D
Repulsorlift Op. 3D,
PERCEPTION 2D
Con 2D, Search 3D, Hide/Sneak 3D, Bargain 2D
STRENGTH 2D+2
Brawling 3D+2, Stamina 2D+2, Lifting 2D+2
TECHNICAL 2D
Security 2D, First Aid 2D
Move: 10
Equipment:Heavy Blaster pistol, Visor, Vest (+1 Energy, +1D physical), knife, comlink, medpack

Swoops
Type: Mobquet Flare-S Swoop
Crew: 1
Manueverability: 4D+2, Length: 2.5 meters
Cover:1/4
Scale: Speeder
Flight Ceiling: Ground-350 meters
Move: 225; 650kmh
Body: 1D+1

The best advice to give the characters is to stay stationary and pick off the swoops one by one. The cargo skiff can't outrun or outmaneuver the fast, agile swoops. If the PCs are captured, they awake to find themselves on an Imperial base on Naantett (go to episode 6a). If the PCs are not captured, but managed to scare off the bounty hunters, they may continue to Jabba's Palace. However, they see something on the way.

"Sand People, or worse!"


While moving throught the Jundland wastes, the terrain turns to Moderate. But soon, they come across Tenin. Read aloud:
You see blaster shots in the distance, not hard to spot in the darkness. You also hear strange, primevil grunts and barks, as you enter a canyon.
The canyon could be Beggar's canyon, but it's hard to tell this late at night. Should the characters move forward, they see that there's another skiff up ahead on a precipice. Tusken Raiders are shooting at the skiff, or at least behind the skiff. Once within about 200 meters, a shot flies past the characters from the commotion. Should they try to get out, they find that there are several blaster shots comming from the rear. Once the characters get near the commotion, they see distinctly, five tusken raiders, and two dead ones. The Tusken Raiders keep shooting at the skiff, and several of them try to climb to the skiff with Gaffi Sticks. There are also five comming from the rear direction of the characters. The Tusken Raiders will fight fiercly, but will retreat if 3 or more are dead, or five are wounded."Sand People are easily startled, but they'll soon be back, and in greater numbers!"

Tusken Raider
DEXTERITY 2D+1
Blaster 3D+1, Dodge 2D+1, Brawling Parry 2D+1, Melee 3D+1, Melee: Gaffi Sticks 4D+1, Melee Parry 3D+1
KNOWLEDGE 2D
Survival: Desert 4D
MECHANICAL 1D
Beast Riding: Bantha 3D,
PERCEPTION 2D
Search 3D, Hide/Sneak 3D, Bargain 2D
STRENGTH 3D+2
Brawling 4D+2, Stamina 3D+2, Lifting 3D+2, climb/jump 3D+2
TECHNICAL 1D
Move: 10
Equipment:Gaffi Stick, Blaster Carbine*, Breath Mask, suit, food

*Only five of them have blaster carbines; three behind the characters, and two in front.

When the Sand People are finaly chased away, the characters will find that it is Tenin and the Droid behind the skiff. Tenin will first try to escape on the skiff, only to find that it is too damaged, then he will scurry away into the desert, never to be found again. The droid however is there, and is the real one. The PCs don't have to go to Jabba's palace after all. On to the next episode.

Episode 6 1