MANHUNT

It is a time of GALACTIC CIVIL WAR. Under the oppressive rule of the evil GALACTIC EMPIRE, a small band of freedom fighters strive to make a difference by banding together to fight against the tyranny of the evil EMPEROR and his minions.

A small group of these REBELS have come to KWENN SPACE STATION, the last fuel and supply point before the Outer Rim territories to rescue a valuable agent within the EMPIRE.

This agent has information vital to the REBELLION and even now IMPERIAL BOUNTY HUNTERS comb the station in search of her, determined to keep her quiet whatever secrets she may have uncovered ... 1st Rebel: Are you sure this is where we’re supposed to meet this ‘Dana’ person?

2nd Rebel: Sure I’m sure! This is the place in her message - Kwenn Space Station.

3rd Rebel: Yup, good ol’ Kwenn. The final fuel and supply point before the Outer Rim Territories. Why would Dana choose such a desolate place for pick up?

4th Rebel: Probably because her last mission was an undercover assignment aboard the Relentless.

5th Rebel: You mean she was on that imperial monstrosity parked outside?

6th Rebel: Not only on it, she served as an officer these past few months, gathering all kinds of information for the Alliance.

4th Rebel: Still, her mission had another few weeks to go. I wonder why she decided to jump ship early?

5th Rebel: Her message sounded urgent. Code Green - Agent in trouble, pick up immediately.

6th Rebel: And she mentioned the name ‘Adar Tallon.’

2nd Rebel: Everyone got excited about that. Clue me in, who is this Adar Tallon person?

1st Rebel: What planet are you from? Commander Adar Tallon was a hero back before the Empire, in the days of the Old Re- public.

3rd Rebel: He was a brilliant tactician and naval officer. His space-fighting strategies and maneuvers were years ahead of their time, and are still used by us and the Imperials.

2nd Rebel: You mean the guy whose statues were torn down by the Emperor a while back? That Adar Tallon? I thought he was dead.

6th Rebel: He is. Commander Tallon died fighting pirates in the Dalchon sector. His ship was obliterated. No wreckage, no survi- vors, nothing! Heck, there wasn’t even enough left to give him a decent burial.

1st Rebel: Don’t be gross. Let’s just get to the rendezvous point, find Dana, and get back to our ship. I’ll feel a whole lot better with some distance between us and that Star Destroyer out there.

3rd Rebel: She should be right around the next bend.

4th Rebel: There she is … but wasn’t she supposed to be alone?

5th Rebel: You know, I’ve got a bad feeling about this ... powerful music fills the vacuum of space with Players, however, should stop reading this booklet moving rhythms. Captivating text tilts toward the now. The information contained herein is for Game- horizon, recapping prior events as it disappears into the masters (GMs) only. void. A rumbling roar shakes the scene, announcing a space vessel’s imminent approach. The star field shifts, the soundtrack blares, a planet pans into view, and another action-packed episode of : Age of Rebellion begins. Tatooine Manhunt is a Star Wars adventure for two to six plyers and a gamemaster. Gamemasters should read the entire adventure before play begins so that the action and storyline can progress naturally, without a lot of page flipping and undramatic pauses.

n this adventure, a group of Rebels must go to both the Empire and Alliance. Tallon proved a capable Tatooine to search for a presumed-dead hero of warrior as well, fighting alongside the House of Al- the Old republic, Adar Tallon. There the Rebels must deraan and the Knights during the . In pit all their skills against remorseless, relentless bounty the midst of those troubled times, Tallon came up hunters from all over the galaxy. These hunters also against a foe his fleets could not fight. It was a threat seek Tallon, under orders from Imperial Command to from within. capture him alive … while killing any who get in their Throughout the navy, a new breed of officers gained way! control. These were officers who cared more for power Rebel PCs explore the city of Mos Eisley and meet and glory than for the Republic and its people. They hid with the scum and villainy that populate it. The cantina their ambitions behind constant battles and wars, en- from Star Wars IV: A New Hope becomes a base of suring the people lived with fear, but Tallon and a few operations from which to send expeditions into the Ta- others were not blinded by their deceit. tooine Wastes. In those Wastes Rebels encounter up- With Palpatine’s rise to Emperor, however, the voic- set moisture farmers, angry Jawas, stampeding Ban- es of freedom disappeared. The Jedi and other oppo- thas, rampaging Sand People, and bounty hunters - nents of the New Order vanished, liberties became reg- lots of bounty hunters! ulated, and the powerful fleets that once protected the Can the Rebels recover Tallon, protect him from the Old Republic became the cornerstone for the Emper- hordes that hunt him, and escort him to Alliance High or’s terrible war machine. Command? Tallon tried to turn the Imperial tide, but even his faith in the Republic couldn’t stand against the danger- ous Emperor. So the commander staged his own Adar Tallon was a brilliant tactician and naval com- death, going into hiding until the time was right for his mander during the time of the Old Republic. His strate- return. gies and theories of space battle are still used today by

3 Tatooine Manhunt While touring the Dalchon system in the patrol Kast is ruthless and cunning, leading a group craft Battalion, Tallon set his plan in motion. He went of deadly hunters that include Puggles Trodd to the aid of a medium-sized freighter that was being and Zardra. They are the best the Empire attacked by a large pirate vessel. In reality, though, could assemble on such short notice. the pirate ship was under the command of Tallon’s  Quist: Quist is the space pirate who old friend, Quist, and the freighter was hired to take helped Adar Tallon stage his own death. A Tallon and his crew to an out of the way world called childhood friend who took a different path Tatooine. from the commander, Quist has always been Officially, Tallon and his crew died as heroes, out for himself. When his ship was recently obliterated while defending a helpless merchant from captured by the Relentless, Quist bargained marauding pirates. The Emperor publically mourned for Adar Tallon’s secret in exchange for his the fallen Adar Tallon, but was privately relieved that own life, but Captain Parlan required Quist to he would not have to order the death of the beloved perform on other task to earn his freedom. hero of the Old Republic. He was content that his Parlan demanded that Quist go to Tatooine enemy was destroyed. as a back-up plan in case Jodo Kast fails. He is a traitor in Tallon’s camp, waiting to strike. As for Tallon, he bought new identities for his him- Quist will work with Kast, but he prefers to self and his crew, settling back in his desert haven to hand over Tallon himself when the Relentless wait for the political climate to change. arrives. However when stormtroopers arrived on Tatooine in search of a couple of droids, Tallon was sure the  Adar Tallon: Tallon has decided to finally Empire had found him at last. Over the years his come out of hiding. He has recalled his trust- plans for revenge had lessened, replaced by his new ed crew of mercs, including Shrike and Jung- dreams. Adar Tallon now had a home and a wife, and en, to serve as the vanguard of a new army the Empire seemed distant. Then the stormtroopers that will challenge the Emperor. Perhaps he swept through the desert and his nightmares re- will even look up the so-called turned. when the time is right. His tactical and leader- ship abilities, combined with the love of the The hero-in-exile came out of his complacent lull people of the Galaxy feel for him, makes him and set his old plan in motion. He contacted his crew a threat to the Empire. With an army of his and asked them return to his side. There were debts own, or as part of the Rebellion, Adar Tallon to pay and, after all these years, Adar Tallon was will serve as a rallying point to unite many of tired of hiding. the systems that would otherwise put off join- It was just as well, for the Empire has learned that ing either side until the Empire’s mailed fist Tallon yet lives, gaining the information from the cap- smashed down upon them. tured pirate Quist who betrayed his friend in return for  Vytor Shrike: A short, stocky Gand, his life. Now bounty hunters on Imperial work orders Shrike was Tallon’s Executive Officer (XO). are converging on the desert planet to hunt down He took part in the Dalchon incident, stayed Tallon. The situation is tense and waiting to explode. for a time on Tatooine, then became a merc when the quiet got to him. He has returned to help his old commander. He is tough, cagey, and loyal to his ideals, an enemy to be feared Here are brief explanations of the major non- and friend to be counted on. player characters, including their plans and motiva- tions. More information is available in the various episodes in which they appear.

 Jodo Kast: Jodo Kast is a bounty hunter hired by Captain Parlan of the Star Destroyer Relentless to find and capture Adar Tallon.

Tatooine Manhunt 4  Jungen: Jungen was a young trandoshan and complaining. enlistee aboard Tallon’s flagship, but in his  Akkik and Gorrt: Akkik and Gorrt work for short time under Tallon’s command, grew to Jabba the collecting protection money respect the old warrior. When it looked like from the local businesses in Mos Eisley. Ak- the Emperor would have his commander kik is a jawa who is covetous, nasty, tricky, killed, Jungen pledged his protection and constantly talking and a total coward. Gorrt, help in anything Tallon ordered. That pledge on the other hand, is a quiet, irritable, over- hasn’t faded over the years. Jungen will use confident and violent Gamorrean who is as- his rifle if necessary, but much prefers hand signed to Akkik to protect him. to hand combat (in which he excels). He is quiet, deliberate, and strong, with no qualms  Bounty Hunters: To assist Jodo Kast, about stealing from those he considers evil, Parlan issued a sector-wide reward notice for but goes out of his way to help those in need. the successful capture of Adar Tallon. Doz- ens of bounty hunters have responded, filling  Zardra: This tall, dark haired human wom- Tatooine with even more scum and villainy an prefers long, flowing cloaks, her force than usual. Parlan hopes that a large number pike, and perfume made from Togarian bella- of hunters will flush out the elusive Tallon. donna. Beyond this, not much is known about Unfortunately, the quality of the hunters rang- this mysterious hunter. She appears whenev- es from rank amateurs to seasoned veterans. er a bounty catches her interest, and is feared by all that have encountered her. She has teamed with Kast for the thrill the Tallon hunt offers, the money is secondary (but she won’t turn it down). She has an intense fear of dying senselessly, not in combat, so she tempts disaster by taking extraordinary risks.

 IG-72: This battered, chrome per- formed his assignments effortlessly and with- out fail until the order to return was issued some years ago. The assassin Droid refused Time in to submit to memory wipe and permanent shutdown, so instead went rogue. After many Tatooine Manhunt independent missions and much hindering from galactic officials, IG-72 went into hiding The adventure begins on the morning of to conserve energy. Recently, a new mission Day One. The PCs have until the end of came in over his comlink receiver. The Em- Day Four to complete their mission before pire seeks one Adar Tallon for questioning, the Imperial forces become insurmounta- but IG-72 knows dead bounties are easier to ble (although they are led to believe they collect. have until Day Five). Keep careful track of how much time passes because things will  Puggles Trodd: A snivvian who’s more get more difficult as time progresses. You “arranger” than “bounty hunter,” Trodd joined want the Rebels to use the entire four days up with Kast and Zardra because of the big so that they can escape as the Star De- payoff the Tallon job promises. Personally, stroyer arrives, but good play should be he’s scared to death of them both, but work- rewarded with an easy - yet climactic fin- ing for the Empire keeps a person eating. ish. At the same time, poor play or play Trodd loves to watch things explode, espe- that exceeds the allotted time should meet cially if he caused it. He hates to get involved with some degree of failure. Even a very in actual fighting, but he doesn’t mind setting powerful party will be hard-pressed to de- an explosive trap or throwing a grenade or feat a fully equipped Star Destroyer. Each two. He’s unpleasant, brooding, pessimistic episode will give you a suggested time frame to follow. 5 Tatooine Manhunt EPISODE III: BLOOD ON THE SAND This section describes the main plot line of the ad- venture in greater detail. However, events might turn This episode follows the assumption that the PCs out differently depending on the Player Characters agree to meet Labria at first twilight. Labria leads actions and the circumstances. them to Tower Ridge to meet Slag Flats, but he doesn’t stick around long, leaving the PCs to make their own introductions. Inside and old water storage EPISODE I: THE silo, in the shadow of an old subspace transmission MISSION BEGINS tower, is Slag’s secret headquarters. When the Rebels find Slag, things are not as ex- The Rebels are aboard a space station orbiting pected. An unforeseen greeting creates a desperate the planet Kwenn, a world on the edge of a major situation and the Rebels discover that you can drown space lane. The station serves as the last fuel and on a desert planet. supply point before the Outer Rim Territories. At the end of the episode is an alternate storyline The PCs have responded to an emergency call should the PCs not trust the devil-faced drunk. from Alliance agent Dana who, until recently, was undercover on the Imperial Star Destroyer Relentless EPISODE IV: gathering information. She discovered something that required immediate attention and decided to jump CANTINA AMBUSH ship with the data. By the evening of Day Two, the Rebels should The Rebels reach Dana too late. Imperial bounty have found out the following facts; there are a lot of hunters found her first. Now the Rebels must fight bounty hunters on Tatooine searching for Adar Tal- their way past the hunters, discover what Dana found lon. Once of these hunters uses poisoned darts to out, and escape on their ship - all without alerting the dispatch his victims. Two oldsters, both of whom may Relentless to their presence. have known Tallon, were found dead with darts jut- ting from their necks. The next apparent victim, Old Arno the scout, is also someone whose services have PISODE E II: been recommended to the Rebels if they hope to sur- WELCOME TO TATOOINE vive out in the desert wastes. Tatooine, a desolate planet in the Outer Rim Terri- Now, as darkness spreads through the crowded tories, waits to be explored. Here the Rebels begin to Mos Eisley streets, the Rebels receive a message hunt for clues that will lead them to the elusive Tallon. from Old Arno to meet him at the Mos Eisley Cantina. What’s waiting for them isn’t a cagey old scout, how- The episode starts as the Rebels arrive on Day ever, it’s a squad of deadly bounty hunters! Two of the adventure, and this officially “starts the clock” on how much time the Rebels have until the Should the PCs survive their deadly encounter, Relentless arrives. then the old scout, Arno, will appear and fill in the characters on the situation with the other oldsters. The desert world’s largest city, Mos Eisley Space- Arno will act as an ally for the rest of the adventure, port, seems the best place to start. They find out eager to avenge the deaths of his long time friends. some things that could aid them in their mission, meet strange and interesting characters, and finally get a firm lead on Tallon. The events in this episode must occur in order to drive the story, but can do so in any order. It is strongly advised that you get comfortable with the Important Characters before running this section.

Tatooine Manhunt 6 decided to make his stand against the Imperial EPISODE V: agents on Tatooine. If he wins, he has pledged to EXPLORING THE WASTES then take the battle to the Galactic Core itself! In the fortress, the PCs must battle Tallon’s mercs, Second Dawn of Day Three brings a whole slew of convince the commander of their good intentions, and new problems to challenge the Rebels. They discover then defeat the deadly Jodo Kast. that most of the bounty hunters have set off into the desert with Jodo Kast, just a few hours prior to their Worse than that is the traitor that lies in wait, forc- own departure. ing the PCs to settle a tense hostage situation with the life of Adar Tallon’s wife, Kay, at stake! With Old Arno to lead them, however, the charac- ters stand to have a slight advantage over Kast and his cronies. Plus, Arno has narrowed down Tallon’s EPISODE VIII: hiding place to three possible sites. All they have to ESCAPE FROM TATOOINE now is figure out which site is the correct one! In this, the final scene, the PCs reach Mos Eisley Arno leads the group to Sedi Fisk’s Desert Manor with Tallon and his wife only to find three more obsta- first, but the only inhabitants of the place turn out to cles in their way. womp rats. Even worse, on their way to the manor they encounter a group of bumbling hunters who’ve First, the must circumvent the Imperial Prefect and disturbed the nest of a Krayt Dragon! his stormtroopers, who have been appraised of the arrival of Parlan and the Relentless as well as the Settling into the evening, the characters find shel- return of Adar Tallon. ter at the Oasis, a commune of Dim-U priests. Peace isn’t to be found however, as they are attacked in the Second, the final bounty hunter, IG-72, makes his night by more bounty hunters! move, having been patient in his plan. Finally, the characters must out maneuver Imperi- EPISODE VI: al TIE starfighters before the Relentless arrives to cut off all escape. BATTLE IN THE DESERT

The start of Day Four finds the characters sup- plied by the thankful priests and ready to complete their mission. First, however, the rebels must explore Lank’s Farm, where they are the target of a sniper attack that turns out to be a young girl defending what’s left of her home. Then the PC’s are forced to deal with an attack by the vicious Sand People, who plan a trap in a narrow pass for any who would invade their territory. Finally, should they survive all of that, they make their way to Tusken Fort, refuge of Adar Tallon!

EPISODE VII: SLAUGHTER AT TUSKEN FORT

The Rebels have journeyed through the Wastes to Tusken Canyon, the place where Adar Tallon has

7 Tatooine Manhunt he PCs have responded to an emergency call and Lt. Voor, the Imperil Officer. from Alliance agent Dana who, until recently, was undercover on the Imperial Star Destroyer Re- lentless gathering information. She discovered some- thing that required immediate attention and decided to jump ship with the data. But the Rebels reach Da- na too late. Imperial bounty hunters found her first. Now the Rebels must fight their way past the hunt- ers, discover what Dana found out, and escape on their ship - all without alerting the Relentless to their presence!

Find the script at the beginning of the campaign booklet and assign each player a part. The parts are labeled “1st Rebel,” “2nd Rebel,” and so on. If you have six players, each player reads on part. If you have fewer players, assign additional parts as neces- sary. Pass out the script (or ensure everyone has access to a copy electronically). When the players finish the script, pick up the ac- tion with “First Fight” below.

When the players finish the script, read the follow- ing passage out loud.

Now the Rebels must fight the two bounty hunters

Tatooine Manhunt 8 Voor’s Tactics Voor attempts to retreat while pulling his complink and . He attempts to fall back and call for rein- forcements, firing his blaster as he is able. Any PC may use one advantage on an attack to knock the comlink from his hand. Should the PCs not disable his comlink by the end of round three, or he gets away. then he is able to alert the Relentless, See “Martial Law” for the impending results. The Bounty Hunters’ Tactics The hunters fearlessly attack, hoping to rattle their opponents while delivering hot blaster fire. They work in unison. One tosses a grenade whilst the other fires their disruptor to provide cover fire. In the next round, they close with stunned opponents or fall back and throw their second grenades at uninjured PCs. They fight to the death, using all their skills to win. Play these characters to the best of their abilities to show the Rebels what bounty hunters can do.

When the fight is over, the Rebels may want to examine Dana. See “Checking Agent Dana” for infor- mation about this Alliance operative.

If Voor gets his distress call through, the entire space station immediately goes on alert. Stormtroop- ers fill the corridors and begin systematically search- ing docked ships. However, the Relentless cannot provide enough stormtroopers to adequately cover every inch of the station. The Rebels have some time to get to their ship and leave Kwenn. If Voor placed his call during the battle, the PCs have four rounds before six stormtroopers arrive to back up the bounty hunters. Every two rounds after that, another minion group of four more stormtroopers arrive, up to a total of 18 stormtroopers (one group of 6, and 3 groups of four). If Voor doesn’t get his call through but manages to escape, the Rebels have more time before the Impe- rials close in. After the battle, give them time to try three things around the station before 20 stormtroop- ers (3 groups of 5 stormtroopers, 2 groups of 2 gun- nery stormtroopers, and a sergeant) If Voor doesn’t get his message through but is arrive to impound their ship.

9 Tatooine Manhunt killed, see “Accessing Kwenn;s Data” and “Leaving ries various Imperial identification papers, a hold-out Kwenn” for detail concerning the stations status in blaster, and a data storage pad. The last item holds that situation. the key to the Rebels adventure. Dana’s data storage pad contains her last mes- sage to the Alliance. PCs must make an Average Computer check to break the code and call up the information. If all else fails, their ship’s computer or an R2 unit can break the code for them, but don’t make this the obvious choice. The bounty hunter glimpsed in the beginning of this episode is Jodo Kast. His stats can be found in When the Rebels break the code, read the pas- Episode VII. His inclusion in this episode merely fore- sage on the next page aloud. shadows the major role he'll play as the adventure proceeds. Under no circumstances does he battle the PCs here. Once the airlock closes, he disappears Through any number of ports around the station, until later. the PCs can tap into the station computer. The most Kast reappears on Tatooine, always a step ahead important information concerns the Imperial Star De- of the Rebels until you decide to use him. He should stroyer currently in dry-dock. The Relentless is in port be saved until the big battle in Episode VII, but there to take on supplies and have its hyperdrive activators are ways to include him without bringing him into ma- overhauled and repaired. The space station staff is jor conflict with the PCs. See specific episodes for working overtime, but they still need three days to suggestions on how this can be done. initiate repairs.

The Rebels can question either of the other two An Easy Astrogation check allows the PCs to hunters, provided they can capture them without kill- calculate that the Imperial ship will reach Tatooine no ing him or her. This could prove difficult as they are earlier than five days from now, if the repair log can determined to fight to the death. be believed. A PC who makes an Average Me- chanics check feels that they could shave a day In the even that a hunter is captured, with a little off that repair time if the crew is pushed to its limit. If persuasion he or she spills the detail about the cur- the PCs were to leave immediately, they could get to rent bounty. They know they have been hired by the the desert world in a day. This makes time a para- Empire to find Commander Adar Tallon. Who is hid- mount concern. ing on Tatooine, and detain him until the Relentless arrives. He must be captured alive, but anyone who gets in their way may be killed. Credits for this adventure If the PCs don’t have any money at the When the bounty hunters are defeated, the PCs start of this adventure, you’ll have to pro- can examine Agent Dana. She is dressed in an Impe- vide them some. One way is to have rial uniform, wearing the rank of ensign. She is also 10,000 credits issued to them by Alliance quite dead. Further examination reveals a small dart Command prior to beginning Tatooine protruding from her exposed neck. Computer analysis Manhunt. These credits are to be used to of the dart shows that it was fired from a rocket pro- purchase something for the Alliance base jector and has traces of Sennari, a fast-acting and in your particular campaign. It’s this pur- extremely lethal poison, along its tip. Dana also car- chase that brought the PCs to Kwenn origi- nally. That they just happen to be in the area for Dana’s call is purely coincidental. Kwenn Space Station The top section of Kwenn space station contains many forms of entertainment and recreation for the weary space traveler. This large city-like structure rests upon a platform consisting of scores of individual space docks. Each docking bay is modular and can be varied in size to accommodate different ships by removing or adding walls. Inside, a series of interconnecting corridors lead from each bay airlock into the heart of the station. Repulsorlift tubes travel down into the main dry dock, a grid work hexagon built to fit ships as large as Imperial Star Destroyers. Here, these ships can dock for overhauling, refitting, and repairs, as well as for recreation leave and to take on supplies. For more information on Kwenn Space Station, see the Edge of the Empire sup- plement Lords of Nal Hutta page 88. If the PCs want to call up any information on Adar covered a number of dead bodies recently - including Tallon, they find a Galactic Encyclopedia data entry an Imperial officer! The hour leeway gives the rest of that explains the following; the bounty hunters a chance to depart before Imperial troops completely seal the station.

The repulsorlift tubes down into the dry dock are heavily guarded by stormtroopers. The Rebels can watch for awhile, observing officers and enlisted per- sonnel hastily coming and going between the station and the Star Destroyer. If they stand around too long, the draw attention to themselves and a stormtrooper patrol approaches to find out their business. Should they attempt to pass themselves off as bounty hunters, then they will be told all that all the Captain has all the hunters he needs, and that they should leave before “the Captain decides to clean the scum off his boots.” Any attempt to get on board the Relentless meets with failure. Make that very clear to the players. Securi- ty has tripled since Dana’s discovery, and the crew is taking every precaution to keep away unwanted visi- tors. If the PCs insist, the are captured and tried as traitors. It’s time to create new characters and try again.

An Easy Astrogation determines that the PCs ship should be able to take advantage of a short term celestial event to make it to Tatooine in one full day. Due to the repairs being done to Relentless, they’ll miss the window, so should the PCs leave right after finding Dana, they’ll have four days to locate Tallon and escape. The longer it takes them to get to the desert world, the worse their chances becomes. If they haven’t left Kwenn after two hours, they won’t be able to leave until the following day. Imperial troops will seal the station for 24 hours to conduct a ship by One other interesting tidbit can also be found in the ship search looking for the Rebels who attacked Voor computer. It seems that seven small ships have left the (or killed him, depending on how the battle went). It station in the past hour. Each logged their next destina- takes some fancy fabrications to avoid arousing the tion as Tatooine. In addition, no ships will be permitted Imperial suspicion from this point on. Even then, they into out of the station for the next 24 hours, starting one have less than three days to find Tallon once the Impe- hour from now. This is either due to the alerted Star rial quarantine lifts. Destroyer (if Voor contacted them during the “First Fight” scenario), or to the fact that station security dis-

Tatooine Manhunt 12 for Adar Tallon. The full color map of Mos Eisley on page 15 details several streets around the famous cantina from Star Wars IV: A New Hope. This is the old city. Run-down structures and unwholesome looking travelers fill the Mos Eisley spaceport isn’t one large field of run- crowded streets. The inner region has high, narrow ways and docking bays. Instead, a multitude of crater walls and tall archways, forming cramped alleys and -like launch station pockmark the wheel-shaped city- passageways between the domed, stone buildings. scape. Docking Bay 94. for example, looks like the Let the PCs wander around and decide where their host of other bays scattered throughout Mos Eisley. It characters are going. Certain buildings on the map consists of an enormous pit gouged from the rocky are coded and detailed in the pages that follow, oth- soil. Stairs lead up into the city, while an entrance ers may have to be filled in by you. ramp provides access for ships with repulsorlift en- gines. Ships no equipped with repulsorlifts cannot dock in the city, as there is no room to maneuver or land using conventional propulsion units. The shabbi- On Day Two of the adventure, the Rebels ship ly cut bay is run-down, like the majority of Mos Eisley, comes out of hyperspace. The PCs see: its sloping sides crumbling in places.

When the Rebel ship lands, a customs officer ap- proaches. This crusty, dust-covered male humanoid carries an old-style data pad and a blaster pistol. A headset comlink connects him with spaceport control and the militia. He’s had a busy couple of days, what with all the ships that have been landing recently. Not to mention the hard time many of these lawless types have given him. As such, he’s not in a very good mood.

A quick scan of surrounding space reveals a ra- ther large number of ships in orbit around the planet, waiting for landing clearance. While many of the ships are armed, none appear to be Imperial. Mos Eisley space traffic controllers ask the PCs for their ship registration code, previous port, and purpose of visit before granting permission to land. Any reasona- ble answers will be accepted; Tatooine isn’t choosey about its visitors. Of course, claiming to be part of the Rebel Alliance immediately alerts the Imperial Prefect to their presence. The Rebel craft is directed toward Docking Bay 94 by an old, beat up cloud car. Once the ship lands and passes customs inspection, the PCs can explore Mos Eisley and begin their search

13 Tatooine Manhunt As the PCs disembark, the Customs Officer will ap- proach and look over the ship, saying; Read the passage below as the PCs make their way

out of Docking Bay 94.

If the Rebels are reasonably polite and offer a small bribe (at least 100 credits), the customs officer grumpily grants them clearance for five days. Additionally, the normal cost of “port and polish” is 25 credits per day, though a successful Hard Negotiation check will lower this to 20 credits a day. Thanks to the attitude that previous spacers have given him, however, this roll will have a single setback die from his dour mood. In either case, once paid they’ll receive their landing per- mit.

The customs officer has never heard of any Adar Tallon, except for that famous one a couple of years Let the players decide where their characters are back, and he doesn’t like to chit-chat with lowly freight- going after they’ve examined the map. Below are de- er jockeys. If all goes well and they receive their land- tails and encounters for some of the buildings marked ing permit, the customs officer will hand them a finely- on it. Other buildings may have to be developed by you rendered map of Mos Eisley, muttering about the Pre- if the PCs visit them. fect’s dumb ide to present all visitors with such an ex- pensive item. It is suggested that you print a color copy Easy Xenology rolls are required to identify of the map on the following pages for the PCs and any particular type of alien, such as the hooded Jawas, hand it to them at this point. though characters native to Tatooine won’t have to roll.

If the Rebels give the officer a hard time, or if they 3. Spaceport Speeders claim to be with the Alliance, or if he searches the ship Spaceport Speeders is a repulsor vehicle shop that and finds anything out of the ordinary from their cover rents, sells, and buys land- and airspeeders. In fact, story, he calls the local militia and alerts the Imperial ’s is on sale for a steal at Prefect. The Rebel ship will then be impounded and 4,000 credits! Other than that, there are only two land- they’ll have to break away from the locals (which isn’t speeders available - an old Ubrikkian -class car- too hard). Thereafter, they’ll be fugitives; the cities will go skiff and a rebuilt Sorosuub Seraph “Flash Speed- be off-limits and the militia will be actively searching for er.” them. Three bumbling, rather inept looking bounty hunters

haggle with the ship owner about the price of Luke’s old vehicle, and Zardra eyes the Ubrikkian when the

Tatooine Manhunt 14

PCs arrive. She greets them with a chilling smile, and Many Settlers do come into the city for weapons finishes her purchase. If the Rebels ask about Tallon and , however, Tar directs sociable PCs while she’s around, Jodo Kast will be alerted to the to those stores. He comments on the unusually high PCs presence. The salesman herself, Wioslea, a number of visitors for this time of year, eager to find Vuvrian, has never seen Tallon, but tells them maybe out why the Rebels are on Tatooine. Old Arno the scout knows who he is. See “Meeting PCs can buy supplies here if they wish, including Old Arno” in Episode IV for more information. medpacs. Tar has three of these highly sought items left, and he is only charging 200 credits for each. He’s also pushing a miniature vaporator/water con- vertor. It only costs 2,000 credits, and it actually works. Before the end of this encounter, Akkik and Gorrt arrive to collect Jabba’s portion of this week’s sales. They dump a few shelves, break some merchandise, and threaten loudly. Tar quickly moves to get them the credits. If the PCs go to Tar’s defense, the wolf-like alien thanks them but begs they stay out of it. Then he pays Akkik. If the Rebels press to stop Jabba’s 4. Lup’s General Store goons, Akkik and Gorrt back down and leave, but not before assuring the storekeepers that they’ll be back. Tar Lup and his wife Kal, two Shistavanens, run the general store. Despite their fearsome appear- ance, both Tar and Kal are friendly and helpful. Their store carries provisions, supplies, and some machin- ery. They don’t know anyone who matches Tallon’s description, but few settlers ever travel all the way to Mos Eisley for the items they carry. Most of their dealings are with space travelers.

17 Tatooine Manhunt 11. Regional Government Offices Jabba himself is secluded out in his desert palace, a well-guarded structure that the Rebels cannot hope Far from the center of Imperial influence, Tatooine to breach, guarded by scum and villainy of the high- remains little more than a collection of settlements est lethality and as well. Jabba realizes loosely affiliated with Mos Eisley and Anchorhead. A Fett’s hatred of Kast, and has arranged to keep him local militia keeps order in the cities and can be unaware of the rival hunter’s activities. The closest raised to defend outlying farms from the varied haz- the PCs can get to the Hutt at this time is Akkik and ards of the desert world. The only true sign of Imperi- Gorrt, as well as the house town guards. al authority is a minor prefect - Orun Depp - who ad- ministers land deeds and other bureaucratic necessi- 14. Street Corner Preacher ties from an office in Mos Eisley. All official settlement All kinds of aliens live on the streets in this outlaw deeds and census information are stored here, but town. Beggars, thieves, and other cast-offs of the Tatooine has much that is unofficial. Depp has a per- space lanes find a way to live in the Mos Eisley shad- sonal garrison - as he calls it - of six stormtroopers ows. Improvise all kinds of chance encounters with and four militiamen. He talks tough, but can be easily any sort of scoundrel, crazy, or desperate person you bullied or bribed. can imagine. The most interesting street person is the Other than information on the sale of three settle- street corner preacher. ments around the time of Tallon’s “death,” he can This ageless gent wears long, ragged robes and offer little aid to the Rebels. carries a tall staff. The staff is topped with a tiny Ban- 12. Power Station tha, carved from the tusk of one of the large beasts. His voice echoes throughout the cramped streets, This station provides power for speeders and oth- calling for all to listen. He is a Dim-U priest, one of the er repulsorlift vehicles. A large, square labor Droid, select devoted to the mystery of the Bantha. named 4-LB, operates the station. Four-el has infor- mation about someone matching Tallon’s description. He lives out on the old Lank settlement and comes by twice a month. This is true, but Four-El has confused Bels Lank with Tallon. While the PCs talk with Four-El, the assassin droid, IG-72 plugs into the station to power up. The droid ignores them and seems totally uninterested in their discussion. Once the PCs leave, the assassin droid trashes Four-El and the station. Then it heads out towards the Lank farmstead to finish its mission.

13. Jabba’s Town House A large, converted blockhouse serves as ’s home in Mos Eisley. Two dozen guards and half as many servants work here constantly, whether Jabba’s in town or not. It doesn’t have all the comforts of his desert palace, but it is easily the fanci- est estate in this section of the city. Jodo Kast and his team have graciously been given permission to use these facilities as a base while they stay on Tatooine. Jabba has used these hunters at one time or another and feels it is in his best interest to accommodate them. Besides, it allows him to keep an eye - through his assorted agents and listening devices - on Kast. The priest and his sect are an accepting, tolerant Jabba is also desperately curious as to why so many lot. To promote their devotion to the Bantha, they hunters have come to Tatooine. have a community out in the Wastes that is modeled

Tatooine Manhunt 18 after their conception of the great beasts. They wel- A variety of vulgar noises constantly wash over come travelers, helping them become accustomed to the Rebels. Some may be directed at them, others life in the desert. The preacher explains to the Rebels are not. No matter, for just walking through the canti- that the priests of Oasis, the desert community may na garners a limitless number of glances, looks, and be able to help them in their quest. See “Midnight at rude stares. the Oasis” in Episode V for more information. While visiting the cantina, the Rebels get to see 15. Wreckage and do a lot of things. They notice Shrike, Jungen, and Quist rendezvous at a booth. Quist has just ar- The first settlers to Tatooine crashed in the middle rived on Tatooine and Tallon has sent the mercs to of what is now Mos Eisley. The ruins of the colony meet him. Akkik and Gorrt arrive at some point to col- ship can still be seen, as the city never cleared the lect credits on behalf of Jabba the Hutt. wreck but instead built up around it. The Mos Eisley Cantina was the first blockhouse, and the city simply Most of the locals have been driven to find a new continued from there in an ever-widening circle. hangout while the city is so busy, leaving only new What’s left of the ruins is considered a planetary arrivals to talk to. This can be productive as the Re- monument - but that doesn’t stop the Jawas from us- bels will get an idea of just how many people have ing it as a home while in the city. answered the Imperial bounty, but it won’t get them any real leads. In fact, it could get them in a lot of 16. The Mos Eisley Cantina trouble from jealous hunters wary to give away any Located in the oldest section of Mos Eisley, where secrets. old vices still flourish, the Mos Eisley cantina was one One local however, refuses to abandon her spot at of the spaceport’s first blockhouses. The diverse na- the bar. Edu Harn is an aged, grey-haired woman ture of the transportation parked outside barely sug- who seems slightly senile. She raves on and on gests the assorted clientele. The building lies partially about the Sand People, reliving in her mind an attack underground to provide some protection from the that must have occurred years ago. Still, if ap- heat. The dim interior, combined with the brilliantly lit proached in a friendly manner, she lets the Rebels entrance, gives those within the cantina the distinct know about Labria. He’s sly and tricky, but if anyone advantage of seeing newcomers before they see knows anything about Tatooine, it’s Labria. Of them. course, Labria isn’t around at the moment, but Edu An astonishing variety of beings frequent the can- assures he’ll be in later. See “Meeting Labria” for tina most of the time, but the current influx of visitors more information. to Tatooine makes the cramped facilities even more Other activities include: crowded. There are one-eyed creatures and thou- sand-eyed, creatures with scales, creatures with fur, Gambling: There are several games of chance in pro- and some with skin that seems to ripple and change gress at any given time. PC’s can get into one if they consistency from moment to moment. Tentacles, flash at least 50 credits to the gamblers. claws, and hands wrap around drinking utensils of Lumguzzling: Lum, a particularly powerful liquor, is various sizes and shapes. A steady babble of human the favored drink of a lobster-headed alien seated in and alien tongues fill the room with noise. a booth near the band. The alien doesn’t look particu- The din of the crowd covers the common room like larly powerful or heroic. Actually, Lobster Head looks a thick blanket, but above the noise a catchy, infec- rather weak and wimpy. Nevertheless, he challenges tious beat plays. It is a swinging, upbeat tune, and the one of the Rebels to a lumguzzle contest. If the PC alien band belts it out loudly. refuses, the patrons in the vicinity ridicule loudly. If the PC accepts, Lobster Head offers him or her a The bar itself is stocked with many odd-shaped seat and motions for two pitchers of lum. flasks, bottles, beakers, and tubes overflowing with strange and familiar liquids. The bartender is a tall, Lobster Head has a Brawn of 4 and a Resilience overweight human who wears a gruff expression and of 3. When the contest starts, each player must make doesn’t appreciate violence in his establishment. He an Easy Resilience test. If either party fails, also doesn’t answer questions. they pass out instantly from the strength of the Lum.

19 Tatooine Manhunt With each subsequent guzzle, the test increases by Romantic Moment: One Rebel (Male or Female) is one grade of difficulty, until it finally reaches formida- approached by a member of the opposite sex. If the ble difficulty. After that, upgrade a single PC acts friendly and courteous, he or she gains a difficulty die to a despair die. Finally, begin adding fawning admirer for life. This romantically minded obstacle dice one per guzzle, until either one or both NPC follows the party around, tries to defend the ob- contestants fail a roll ject of their affection (verbally and physically), and showers all kinds of gifts upon the selected character. Intimidation: Two nasty, belligerent, Whiphids try to Feel free to make this admirer as awkward or appro- intimidate any non-combatant Rebels into turning priate as you feel the player will enjoy. Use whatever over their credit pouches. These furry, three-clawed stats you feel are appropriate, Jax (or Jaki) should be bullies just want to pick an easy mark. They are con- a minion level NPC, with whatever skills match their tent to brawl should they think their chances of win- behavior. ning were high, and will retreat if stronger, more ca- pable looking persons intervene. Bounty Hunter Registration: Puggles Trodd sets up a bounty-hunter sign-up office in a cantina booth. The PCs notice a crowd of hunters gathered around it. Puggles is here on behalf of Jodo Kast to sign up a posse of hunters to accompany Kast into the Wastes. This is Kast’s way of keeping the bumbling and typi- cal bounty hunters in line and out of his way. The pay is 10 credits a day, with a bonus of 100 credits once Tallon is found. They leave at First Dawn (when Ta- too I rises).

17. Jawa Traders A group of Jawas actually live in Mos Eisley, serv- ing as contacts between the city and their own people out in the Wastes. Constantly on the lookout for any opportunity to buy, sell, or trade, these Jawas can be extremely annoying. Play them as such, whether the Rebels meet them on the street, in the cantina, or at the Jawa trading post. Point, tug at sleeves, paw equipment, jabber constantly, and parade all kinds of battered, partially-rebuilt machinery in front of the PCs. The Jawas know nothing about Adar Tallon. If the PCs return to the city dwelling Jawas a sec- ond time, they receive a cold, angry welcome, and each Jawa is armed with a blaster pistol. They have been roughed up by Jodo Kast in the interim and don’t wish a similar encounter.

Tatooine Manhunt 20 19. Kayson’s Weapon Shop Kayson’s Weapon Shop sells personal weapons, both ranged and melee. Kayson has lots of non- restricted items, including unpowered clubs, swords, gaffi sticks and powered weapons such as blasters. Place this special encounter anywhere in the city, No explosives are available, though and no heavy after the PCs have visited two or three Mos Eisley weapons either (Puggles bought up all the detonate sites some time during Day Two. From around a cor- Kayson had on hand). All prices are doubled due to ner, a nearby booth, or the next aisle over, the Re- the heavy demand the bounty hunters have created. bels overhear the following conversation:

22. Spaceport Hotel and Mos Eisley Inn These two dilapidated inns provide all the com- forts that the inner city can offer to weary space trav- elers - cheap food, semi-private rooms, lumpy beds. 10 credits per day, per bed is standard, but the inn- keepers try to haggle for more. Both are crowded, but there is room in the inns - for a price. With so many If they move fast, the Rebels can catch up with people arriving in Mos Eisley, the inns can command two dog-like aliens conversing nearby. One is a large up to 50 credits a day. Make the PCs roll a Hard great dane, the other a small beagle. Both stand Negotiation check. If it’s failed, the innkeeper de- erect, and are otherwise humanoid. If the PCs suc- mands 50 credits per day. If it’s passed, the price is 10 credits a day, plus an additional 10 credits for ceed in an Average Negotiation check, the pair will talk, if the PCs fail the roll, it will take 50 credits to each threat that was rolled. get anything out of them. They explain that Heff owns the souvenir shop - or did until about an hour ago. Someone killed him. Heff was one of the last remain- Hunters, Hunters ing oldsters - those people who came on the original colony ship that crashed and formed Mos Eisley. The Everywhere ... only others still alive are Old Arno and Slag Flats. Bounty Hunters are everywhere, arriving At the souvenir shop, the Rebels can meet Heff’s by the shipload, to hunt for Adar Tallon. daughter, Tebbi. Tebbi is a rabbit-like alien, with soft

There are capable hunters and unskilled white fur and long pink ears. She ahs been crying, ones, seasoned and raw recruits. The only and the shop itself is closed. A Rebel sympathizer, thing they all have in common is the desire Tebbi can be convinced to help if approached in a

for quick credits and a taste for blood. The friendly and honest manner. She reveals that nothing professionals are calm, quiet, and hard to was stolen, but a dart sticking from her father’s neck spot. The part-timers are excited, noisy appears to have caused his death. and stand out easily. They fill landspeed-

ers to overflowing, hassle locals, and act tough. Whenever you want, have a typical

bounty hunter cross paths with the PCs. As the afternoon winds down, the Rebels get to meet Labria. If the PCs have been seeking Labria, asking question and the like, he follows them around and finally approaches them as the afternoon ends. He had to make sure they weren’t like the other hunt-

ers - cruel and deadly. If they did some good deeds around Mos Eisley, he mentions these acts as the reason that he has decided to help them.

If the PCs haven’t been searching for this elusive knowledge broker, then the following scene can be used to introduce him. Read:

If the PCs rush to the beaten figure’s aid, they dis- cover that he is Labria. After beating and driving off the three bounty hunters (see the sidebar on page 21 for stats on “average bounty hunters”), the PCs can speak with Labria. In gratitude, he tells them what they want to know. The Rebels can do whatever they want until First Labria is a tall humanoid with a diabolical face, Twilight (when Tatoo I sets), then it’s off to see the razor-sharp teeth, and two huge horns jutting from his mysterious Slag Flats. bald head. His race is called devaronian, and for their sinister appearance, Labria is nothing more than a town drunk. With slurred speech and stumbling movements, he makes his way around the city. He does know things and can be quite helpful, he just doesn’t look the part. As an employee of slag flats, he has been on the lookout for anyone who might be able to assist her old friend, Adar Tallon, and he’s decided (via either method above) that the PCs fit the bill.

Labria himself knows nothing about Adar Tallon, save for it is a name on many peoples’ lips these days, and that the name has interested his some- times employer, Slag Flats. He explains that Slag only sees who she wants to see, and without his help, the PCs will never find her.

Tatooine Manhunt 22 his episode follows the assumption that the PCs agree to meet Labria at First Twilight. Labria leads them to Tower Ridge to meet Slag Flats, but he As the Rebels examine the surrounding area, doesn’t stick around long, leaving the PCs to make read: their own introductions. Inside an old water storage silo, in the shadow of an old subspace transmission tower, is Slag’s secret headquarters. When the Re- bels find Slag, however, things are not as expected. An unforeseen greeting creates a desperate situation and the Rebels discover that you can drown on a de- sert planet. In the PCs decide they don’t trust the devil-faced drunk, see the alternate storyline at the end of this episode.

Inside the silo, the Rebels will find - courtesy of First Twilight of Day Two comes to Tatooine. If the Jodo Kast - a very dead Slag Flats. After Kast fin- PCs meet Labria at the Spaceport Hotel, he directs ished dealing with Slag, he left a group of minion lev- them to the outskirts of town, to Tower Ridge. He el bounty hunters to clean up her associates. As they drives a beat-up , weaving drunkenly were leaving, Quist arrived. It was easy for Quist to ahead as the Rebels follow in their own vehicle. buy the hunters’ loyalty. Now they are in the transmis- sion tower, hired by the pirate to kill whoever Slag Tower Ridge is the first subspace transmission was waiting to meet. Quist watches the proceedings antenna ever constructed on Tatooine. Now it is un- from beneath the ridge, his speeder bike nearby. used, just a towering ruin. Below it rests one of the planets’ first water storage silos, set upon a sandy PCs actively examining the area may attempt an ridge the overlooks the encroaching desert. Easy Perception check to find shifted sands around the complex as if a large number of land- During the ride out, Labria explains that Slag Flats speeders recently moved through the vicinity. is an Ithorian-in-exile, an ancient female Hammer- head who came to this dead world on the Mos Eisley Any Rebels who enter the building see: colony ship. She has carved a place for herself in the underworld, but not a large enough place to upset Jabba the Hutt.

Once they arrive, Labria informs them that this is as far as he goes. He turns his bike around and zooms back towards Mos Eisley. Now the PCs can examine the silo and decide their next course of ac- tion.

23 Tatooine Manhunt When Slag is examined, the Rebels find a dart prevent explosives or the breaching ability of the jutting from her neck. It is coated with Sennari, just Jedi’s weapon. like the darts that killed Dana and Heff. A data pad If the PCs inspect the control box after escaping, near her lifeless hand has two words typed into it: they will find a stick of Sorosuub Chew stuck to the “Arno’s next.” opened box panel door. At this moment, Quist puts his scheme into action. The four bounty hunters speed away in a roomy Using a remote trigger, he activates the magnetic landspeeder. Follow the rules for a chase presented seal on the silo doors. They clang shut, trapping the in the Age of Rebellion core book on page 255. Rebels within the metal structure. Then the hunters move out in their landspeeder, hoping to draw any Rebels who remained outside way from the silo. If the Rebels decide to chase the hunters, see “The Big Chase Scene.” To find out what happens to the PCs If your PC’s decide no to meet with Labria, they in the silo, see “The Deadly Water Trap.” still find out some of the things that go on in this epi- sode. Let them hear about Slag Flat’s demise the same way they heard about the death of Heff. A cou- ple of people talking explain how the scout, Old Arno, Once the magnetic doors seal, the PCs have a is the last of the oldsters, the only one left from Mos few moments to puzzle out their situation. Of course, Eisley’s original colony ship. The PCs may then de- like the garbage disposal aboard the , this cide to go out to the silo to see for themselves. If they chamber is protected against blaster fire. Due to the do, just modify “Examining the Water Silo” to fit this magnetic seal, any shots aimed at the door or wall development. Even if they don’t head out to the silo, ricochet around the room. The only visible exit is a follow up the news of Slag Flat’s death with the closed circular door in the ceiling, about three meters events in Episode Four. off of the ground. When the Rebels who remained outside take off after the fleeing hunters, Quist makes his play. He goes around to the control box, flips a switch, and returns to his speeder bike. If this occurs, or if the PCs open the circular hatch in the ceiling of their own accord, the newly opened hatch begins pouring tons of water down into the sealed chamber. If any of the trapped PCs make an Easy Perception check, they will hear the sounds of a repulsor engine over the rushing water fade into the desert, away from the direction of Mos Eisley. Quist, his task done, returns to Tallon’s fortress to put the rest of his evil plan to work. To get out of this trap, the PCs need do nothing more than swim. Once the water has filled the cham- ber, they can float to the top and climb up into the silo. The unshielded silo door can easily be blaster open. Of course, the PCs need to remove their armor in order to stay afloat, as well make an Easy Ath- letics check. Alternatively, a PC with a , two gre- nades or a single thermal detonator would create a hole in the wall of the building without being denied by the magnetic seal, as they are not designed to

Tatooine Manhunt 24 ighttime in Mos Eisley can be a dangerous time. Labria has decided to work for Jodo Kast. The Vile bounty hunters stalk the darkened streets, reasons for this include good money and wanting to but the regular inhabitants are no less fearsome. live to a ripe old age. He decided to tell Kast about Thieves, murderers, and all manner of the criminal Slag Flats, but never thought that Slag would die. If element prowl the arched pathways with evil intent. she had only cooperated with the bounty hunter, Labria has convinced himself, everything would have been fine. Now Kast wants to eliminate the group that Flats asked to meet, as well as Old Arno. Arno’s a Bring out the dangers of Mos Eisley in your de- problem since no one’s seen him for over a week, but scriptions as the Rebels make their way back from the Rebels should provide some amusement at best. the water silo (or in the case of the alternate storyline, To this end, Labria has been instructed to lead the as they wander the streets at night looking for clues). Rebels to the cantina, positively identify them, and You can actually place a few nocturnal encounters then spring the ambush. Labria says to the PCs: along their route if you so choose. If any PC goes about on his or her own, this is a perfect opportunity to have something bad jump out of the shadows. Eventually, however, they make it back to their lodgings. If they go directly to their rooms at the inn, a message from Arno awaits them. The innkeeper says; As Labria tells them about Arno, ask the PCs to make Average Perception checks. If anyone makes it, tell them they see a small, furry alien (Puggles Trodd) sidle up to the bar near their booth. Any PCs that saw him at the bounty hunter registra- tion table may recognize him. Advantages may be spent to notice that the cantina band has become uncharacteristically silent.

A moment after Puggles arrives, Labria will stand If the Rebels ask who the messenger was, the and point a shaky finger at the Rebels, shouting; innkeeper will reply “it was that no good drunken stoolie, Labria.” Should the Rebels be staying at their ship, they instead find the message on their computer screen, transmitted from somewhere in town. With that, the Rebels will hear an evil laugh as numerous blaster safeties click to the ready, and the ambush is sprung.

If the Rebels go to the cantina in response to Old Arno’s message, they don’t find him right away. In fact, the bartender mentions that he hasn’t seen Arno The band scatter, as do many of the cantina’s pa- for over a week. Before they can puzzle this out too trons. A minion group of six typical bounty hunters much, Labria shows up, all smiles and good cheer. (see the sidebar “Hunters, hunters everywhere …” His smile fades, however, when he mentions how sad and Puggles Trodd stand around the PC’s booth. it is that Slag Flats died. Puggles has lifted himself onto a table so that he has

25 Tatooine Manhunt a commanding view of the room. Everyone else has scattered, including the bartender. His voice can be heard from somewhere under the bar shouting—”no blasters! No blasters!” With every gun pointed at the PCs, Puggles addresses them;

With that, Puggles dodges behind the bar and the bounty hunters open fire. Blaster fire cuts down

Labria during the first volley, but six shots are aimed at the PCs. The hunters will take cover behind near- by tables, providing them 2 Ranged Defense. The combat begins at close range. The hunters shoot to kill as per Kast’s instructions, but will attempt to flee if reduced to three or less. At some point during the combat, when everyone is engaged and focused on the bounty hunters, a shadowy form appears in the darkened cantina en- trance. It is Jodo Kast. He fires one dart at one of the When reduced to three attackers or less, the hunt- PCs, then disappears into the night. The dart is coat- ers attempt to retreat. They rush into the street, head- ed in Sennari poison. The character hit by the dart ing towards Jabba’s Town House. Once the chase must succeed in a Hard Resilience check or leads into the narrow alleys, go to “Puggle’s Gre- immediately suffer 5 wounds. Each generated on nade.” this check inflicts a strain on the target as their body fights the toxin. The PC must continue to test against the poison each round until they receive medical aid, Within moments of the hunters fleeing the cantina, pass the check, or expire from the poison. the band begins to play again as though nothing hap- pened. Patrons dust themselves off and pick up their chairs and tables, and the night continues on. If the PC’s don’t give chase to the hunters, the PCs find themselves in the center of a wrecked cantina. A quick look reveals Labria isn’t among the bodies. On- ly wounded, he disappeared into the night. Wuher,

the irritable bartender, is understandably not very happy, and without the hunters to hold accountable, it stands to the PCs to settle the debt.

Rising to his full height, he crosses his arms over

his broad chest and stands with an angry gleam in his eyes. He wants to know who’s going to pay for all the damages, and it’ll take an offer of at least 50 credits

to calm him down. Even still, he’ll continue to mutter to himself for the next couple of days. After they settle with Wuher, they’ll find a new patron has arrived and Mandalorian Armor (+2 Soak, Dart launcher— taken an interest—move to “Meeting Old Arno.” Sennari, Accu-Strike int. targeting comp. + to all Ranged attacks at long or extreme rng) Tatooine Manhunt 26 If the Rebels chase any fleeing hunters, they fol- A grizzled old-timer steps out of the shadows. He low them into the narrow streets heading towards surveys the area calmly, his craggy face baked brick Jabba’s Town House. Once the PC’s plunge ahead, red from the constant exposure to Tatooine’s suns. Puggles (or Jodo if Puggles was incapacitated) leaps He sports a long, bristly beard, which he scratches as from his hiding place in the shadows and tosses a he approaches and says in a slow drawl; grenade at them. The grenade is a smoke screamer, a combination sonic screecher and a smoke bomb. When it detonates, it produces an ear-piercing wail and emits clouds of thick, black smoke. Everyone within 10 meters of the explosion must make a Hard Resilience check. If they fail, the pain produced by the sonic scream incapacitates them until the grenade expires (unabated it will con- Slag tried to contact Arno earlier, but settled with tinue for 2 minutes). For each rolled on the check, leaving him a message when she couldn’t track him a PC will incur a penalty to all checks from the down. She wanted to old scout to lead the PCs into smoke until the grenade expires as well. Moving out- the Wastes to try and find Tallon. Once, long ago, side of the grenades blast radius will also clear the she aided the commander when he needed to lose penalties from the smoke (but will require blindly run- himself on Tatooine. With only infrequent contact ning forward to do so). A PC who isn’t incapacitated over the years, Tallon never opened up completely to can make an Easy Mechanics check in or- the Ithorian crime boss. Thus, she only had a vague der to shut off the device (remember to add any pen- idea of where he had settled, but she still had fond alties created from the smoke). In either case, the feelings for the noble commander. She wanted to find hunters take the opportunity provided by the grenade a trustworthy and capable group to help Tallon avoid to turn down a connecting alley in an attempt to al- the price on his head. By watching the actions of the lude their pursuers. Unless the PCs have arranged a PCs throughout the day, Slag came to the conclusion way to follow their prey without fail (such as a tracker or force power) the hunters will escape into the night. Though unlikely, it is possible that a PC could at- tempt to continue the chase, or (more likely) that a PC would be able to track the hunters to their desti- nation. In such a case, they find themselves before Jabba’s Town House, where the militia wait to defuse any combat. As this militia is under the command of the local Governor, they are deep in the pockets of both the hunters and Jabba, and so will firmly sug- gest the PCs move about their business elsewhere. Should the PCs still choose to start trouble, remind them they’ll be facing Imperial Stormtroopers and all the hunters they’ve previously seen in the city, who now watch intently from the balconies around the Town House. As the PCs abandon the chase (either from the militia or the grenade) a figure will step from the shadows. Proceed to “Meeting Old Arno.”

27 Tatooine Manhunt that they might be Tallon’s only hope. If the Rebels tell Arno what’s been going on, he agrees to lead them out at second dawn. Until then, he can take them to a hiding place he has just outside of town where they’ll be safe for the night. Arno knows a lot about the desert and its inhabit- ants. He’s worked for moisture farmers, inspectors, and explorers, using his skills to earn a living. Old Arno believes in fair deals and honest work, and he does his best to honor old debts and help his friends. Arno, Slag, and Heff arrived on Tatooine together, passengers on the colony ship whose wreckage adorns the center of Mos Eisley. Now, his friends are dead and Arno won’t rest until their murderer is found. He explains to the PCs;

Tatooine Manhunt 28 rno wakes the characters at Second Dawn, urg- ing them to get a move on. Something big has happened in Mos Eisley and he wants to check it out before they begin the day’s trek.

The old scout offers the PCs a ride in his large, battered cargo skiff, but he relents if they decide to bring their own vehicle. He’ll be slightly insulted, of course, but he won’t grumble—at least not much. He cranks up the old repulsorlift engine and the skiff rat- tles forward, sounding very much like it’s about to fall apart, but it doesn’t and soon they drive into town. Read;

Cut Away to the Relentless EXTERIOR: SPACECRAFT IN SPACE: The Imperial Star Destroyer Relentless, docked with Kwenn Space Station. INTERIOR: IMPERIAL STAR DE- STROYER—BRIDGE: Captain Parlan stands upon the command platform, watching the space station through bridge viewports. A lower officer steps up and clears his throat. “Speak,” orders Parlan. “The crews have worked through the night and all systems have been repaired,” snaps the officer. “In addition, astrogation has calculated an optimum hyperspace Tar and most of Mos Eisley’s residents are visibly route that will get us to Tatooine by tomor- relieved to be free of the bounty hunters, even if only row evening.” for a day or two. They don’t understand that Mos Eis- ley’s good fortune probably means a major loss for Parlan’s eyes sparkle and his lip turns the Rebel Alliance. Old Arno turns to the Rebels and up in an evil smile, “Then Tallon is mine! asks them quietly, “What’s our next move?” If they Order immediate departure!” decide to proceed with the plan Arno outlined in Epi- Fade to … sode Four, read: EXTERIOR: THE TATOOINE DESERT

29 Tatooine Manhunt part of Jodo Kast’s crew, and they’ll be lucky to fend off the Krayt Dragons without losing a hunter or six. The PCs can aid the hunters or not, but if they contin- As the Rebels make their way to the three possi- ue on without getting involved, read the passage be- ble sites of Tallon’s hide-out, they encounter a num- low. If they do help the hunters, ignore the passage ber of dangers unique to Tatooine. Due to their prox- below and let them deal with the three dragons. imity, Arno must lead the PCs through each encoun- ter as they are presented. There is no way to avoid any of them without going kilometers out of the way and losing precious time. Old Arno explains that he hasn’t been out this way in quite some time, so some things may surprise even him. Still, someone killed his friend Slag Flats, and he won’t rest until the murderer is brought to jus- tice. While playing these encounters describe kilome- ters of burning sand that stretch in every direction. Bring out the fact that rows of endless dunes make everything look the same. Tell the players how hot the desert is, with the glaring heat of pounding down upon them. Get across the feeling of a vast, boiling desert as the PCs travel through the unending wastes. At the same time, give just enough of these set-changing descriptions to add mood and flavor, then fade to the next encounter.

When the Rebels cross the next dune, they come face to face with a creature out of a nightmare. Read;

The dragons use their claws to swat PC’s and NPC’s alike. They will flee if taken to half threshold or less (wounds or strain). These bounty hunters are rank amateurs who came in answer to the Imperial bounty. They aren’t If rescued, the hunters try to take over the PCs

Tatooine Manhunt 30 speeder so they can continue their search. They’ll pack of Womp Rats has taken up residence here, offer to buy the vehicle, and even steal it if that fails, and they love to feast on fresh Rebel meat! Over two but they really aren’t very good and can easily be left meters long and extremely vicious, Womp Rats at- behind. tack quickly and in packs. Five of them participate in this battle.

After the battle with the Krayt Dragons, Old Arno leads the way to Sedi Fisk’s desert manor. The man- or rests within a rocky canyon, surrounded and pro- tected by high stone walls. All around the manor are smaller dwellings, situated to form a little community out here in the Wastes. But it is evident at once that no one lives here anymore. Read;

After defeating these mean-spirited creatures, the Rebels should come to the conclusion that this isn’t the place they want to be. If they don’t decide to leave and instead agree to continue exploring the ruins, have Old Arno point out the following;

As the Rebels make their way through the ruined settlement towards the manor house, have the PCs make Easy Vigilance checks. Anyone who suc- ceeds can positively determine that these ruins date Above, on the rooftops of the ruined buildings, the back at least a year, possibly longer. Shattered gaffi Rebels see lots of dark shapes and gleaming eyes. If sticks can be found among the broken remains, as the PC’s ignore Arno’s suggestions, the Womp Rats well as deteriorating signs of previous habitation and begin attacking in waves of five until the PCs are recent animal infestation. In fact, some of the animal forced to flee. droppings look quite fresh. When they continue fur- ther into the ruins, read;

First Twilight falls over the desert by the time Arno leads the Rebels out of the ruins. He gathers them some distance from the broken settlement and says;

Not everything in this ruined community is dead. A

31 Tatooine Manhunt The Oasis is a religious community situated in the Kast, who asked questions concerning Adar Tallon. middle of nowhere. The Dim-U, as the priests call Dryon sent them on their way when they became an- themselves, came to Tatooine aboard the Mos Eisley gry, because anger is not the way of the Bantha. “I colony ship, along with the settlers (although the orig- could offer them nothing but hospitality,” says Dryon. inal priests have long died out). On Tatooine, as on “the same as I offer you.” hundreds of other planets, they came to help estab- lish the world and expand their religion. Here, the Rebels find a small town fighting to sur- vive in the endless desert, far from the larger cities. A number of dwellings, built in the distinct Tatooine manner, huddle together with several moisture farms to make up Oasis. The people are friendly and trust- ing, helping any who come to them in need. The priests welcome visitors, helping prepare those new to the desert for the rough life ahead. The

Dim-U themselves are devoted to the mystery of the Bantha, contemplating why the sacred creature can be found on so many planets and what part it plays in the galactic scheme. “As the familiar Bantha wel- comed us to this world after our long journey, so we welcome you.” This is the concept upon which Oasis was built. The community respects and deals with the Sand People, because they are the chosen people of the Bantha on Tatooine. They preach against killing for food or clothing. Instead, they practice a communal relationship with the great beasts similar to the Sand People, and many Banthas roam Oasis freely. It is after dark when the Rebels arrive. A priest greets them and offers to direct them to the main hall Oasis is a friendly, happy place, full of laughing where they can find food and shelter. Along the way people and good cheer. The priests, farmers, and they see farmers quitting work for the night, children families of Oasis fill the main hall to meet with the playing atop huge Banthas, and other members of Rebels. They bring food, drink and song, asking only the community engaged in various activities. that the Rebels tell their story. As the peaceful night continues, no one suspects that danger waits around At the main hall, the Rebels can speak to Dryon, the next corner. Before the get-together breaks up, the current Dim-U high priest. Dryon looks very simi- bounty hunters attack. Read; lar to the street preacher in Mos Eisley, except he is cleaner, neater, and wears better clothing. He listens quietly to the PCs questions, then explains;

The others were bounty hunters, including Jodo

Tatooine Manhunt 32 Zardra leads a squad of seasoned bounty hunters in this attack on Oasis. They do not know that the PCs are here when they first strike. There are six of them plus Zardra. Zardra hopes to convince the high priest to cooperate by threatening those he holds dear, but once she realizes that she isn’t facing just priests and farmers, she quickly changes her tactics. When the PCs reveal themselves, read;

These hunters are better than others the PCs have faced so far. They break into minion groups of two, with one team providing close support for Zardra while the others flank the heroes. Once the battle ends, there will be no further attacks that night. Zardra will surrender once she stands alone vow- ing to leave the planet, having been bested. Should the heroes decide to execute her, the high priest will intervene, refusing to allow more violence in Oasis (even with what the bounty hunters have done) for that is not the way of the Bantha. Should Zardra have been slain during the fighting, they find no sign of her body, but will not hear from her for the remainder of this adventure (the heroes will encounter her again in the module Otherspace).

33 Tatooine Manhunt win suns rise over Oasis on the morning of Day apparent that the agent of destruction is long gone. Four. Old Arno rouses the PCs, eager to start Dead bodies are strewn everywhere. Blaster marks, out. Dryon comes to see them off, thanking them for grenade fragments, and fire damage scar the bat- their help the night before. The high priest provides tered landscape. Then, when one Rebel approaches them whatever supplies Oasis can spare, including the main building, read; food, water, and two medpacs. They have few weap- ons, and cannot afford to part with those they do have, for hunting for food and keeping predators at bay is necessary in the harsh wastes. He extends an open invitation to the PCs, asking them to return Give the players a moment to say what they’re whenever they like. Then he bids them farewell, say- doing before reading; ing;

The ruins fall quiet again, and the Rebels see nothing. If they try to approach the main house, they must make three Easy Stealth checks. Each suc- Fade to the Rebels as they approach Lank’s farm cessful check gets them closer to the house unde- and read; tected. Those that fail the roll get closer, but also get shot at. Anyone who makes all three rolls undetected can get a drop on the sniper. If a Rebel lobs a grenade or otherwise barrages the ruin, the sniper screams and the shooting stops. The PCs can now enter the ruins safely. See “The Wounded Sniper” below. If someone sneaks up un- detected, see “The Unwounded Sniper.”

A grenade or other area weapon applied to the ruins where the blaster fire originates stops the dead- ly spray of energy. The ruins can now be entered safely, but once inside the demolished building the Lank’s farm looks similar to Luke Skywalker’s PC’s hear; home in Star Wars IV: A New Hope. There are domed, partially underground buildings, and lots of vaporators all over the property. The only difference is that these buildings are in ruins, their burning re- mains split wide and gutted. Whatever caused this damage had extensive firepower and wasn’t shy about using it. Even the perimeter defense screens have been shattered. As the PCs check out the farm, it soon becomes

Tatooine Manhunt 34 On careful examination, and an Easy Medicine check, the Rebels can tell that she isn’t seriously hurt but her condition will deteriorate without the ap- plication of a medpac. Once the rubble is cleared away and she is treated with a medpac (she is con- sidered to have exceeded her wound threshold), she awakens and fear fills her large, blue eyes. If the PCs act in a friendly manner and do their best to alleviate her fears, the girl speaks. See “The Sniper Speaks” below.

Any PCs that successfully makes their sneak checks get to the ruins undetected. They can peek into the building to see who’s there, or they can take aim with a blaster, read;

The tall man in shiny armor who killed her family is IG-72, the assassin droid. IG-72 followed the lead provided by the power station Droid in episode two to Lank’s Farm. The lead, however, turned out to be false as Bels Lank owns the property, not Adar Tal- lon. Now the Rebels must decide what to do with young Reen. Arno suggests, if no one else does, the Ask the player(s) what they wish to do. If a PC he take her back to Oasis while the PCs go on. He tries to command her to put her weapon down, ask gives them directions to Tusken Fort, If the PCs only for an Average Coercion check. Anything less had Arno’s skiff, Bels Lank has a landspeeder that won’t break through her mixed emotions of fear, an- they can use (assume it is easily repaired). ger and confusion. If a PC tries to calm her down and win her trust by being friendly, ask for an Easy Charm check. A PC might also attempt to reach The Rebels continue further until they come upon her and disarm her before she can fire the blaster. the scene of a recent battle. Bounty hunters are The PC will have to succeed in an Opposed strewn everywhere. All but one of these 10 hunters is Brawl check. If, after seeing who the sniper is, the dead, and the last one is quickly fading. He says; PC still wants to shoot her, explain this is a decidedly evil action. If the Rebels get her to calm down and talk to them, see “The Sniper Speaks” below.

Once the Rebels begin to talk to the girl, she says; The hunter then dies.

35 Tatooine Manhunt The Rebels travel on, following Arno’s directions After the Rebels travel a bit into the pass, they further into the desert. Out here, the Rebels meet up hear a thunderous rumble from up ahead. A cloud of with an angry tribe of Sand People, driven to a battle dust rushes closer, and out of that cloud the Rebels frenzy by the actions of unscrupulous and sadistic see a herd of Banthas bearing down on them! Tied to bounty hunters. Already attacked twice by the hunt- the lead Bantha is a dead bounty hunter, set there to ers, more for fun than information, the Sand People show why the Sand People are angry. The Rebels have prepared a little welcome for the next group of have at least three choices as to how to get out of humans to come their way. They hope to dissuade this one. these unprovoked attacks by turning the sands red If the Rebels try to drive through the Bantha herd, with bounty hunter blood. have the pilot make two Piloting (Planetary) checks As the Rebels proceed further into Sand People with Hazard setback dice to represent the nar- territory, read; rowness of the canyon and the lack of space around the Banthas. Each failed rolled results in a major colli- sion, as the vehicle is crushed under Bantha hoof and canyon wall. If the Rebels abandon their vehicle and seek shel- ter along the walls of the pass, they find nooks and crannies in which to hide. The herd passes by, but their speeder is trampled and destroyed. If the Rebels attempt to jump on the lead Bantha and bring the stampede to a halt, they must make the following checks. First, a successful Easy Knowledge (Xenology) check is required to identi- fy the leader of the Bantha herd. Next, an Easy Athletics check is needed to mount the moving animal. Finally, a Moderate Survival check must be passed in order to bring the Bantha under control and wrestle it to a stop.

If the PCs dig through the cairns, they find nothing that can be salvaged. Whoever set these markers Whether on foot (because their speeder was dam- was quite thorough in their destruction of each piece. aged) or riding in their landspeeder, the PCs finally If they expect to find any bodies, even under the approach the end of the pass. Beyond is Tusken sand, the Rebels are disappointed. Other than the Canyon, and the infamous Fort Tusken. Now the Re- piles of utterly wrecked equipment, there is nothing bels meet up with Sand People seeking revenge else to find. Go on to “Getting through the Pass.” against the earlier bounty hunter attacks. The Sand People shadow the PCs, moving along the top of the pass. Then, when the Rebels reach the mouth of the pass, the Sand People attack. Ten Sand The Rebels enter the narrow pass. The end of the People lead upon the Rebels from the pass’s walls, pass promises to hold the key to their entire quest. All while an additional ten Sand People fire blaster shots they need to do is get there in one piece. Two things from above. Of these ten with blasters, they fire in threaten to stop them as they make their way through two minion groups of 5, as the 10 in the canyon also the pass. First, a stampede of Bantha hurtles towards fight in two minion groups of 5. them, then, the Sand People themselves attack.

Tatooine Manhunt 36 The Sand People can be convinced to let them through the pass if the PCs are friendly and offer some item for trade. The miniature vaporator from the Once the Rebels exit the narrow pass, they find general store is perfect for this task. Otherwise .. themselves on a ledge overlooking a rocky canyon. This is Tusken Canyon, once a thriving settlement This is a straight knock-down, drag-out fight that before the Sand People closed this section of the continues until only five sand people remain. These planet. Across the gaping canyon, on a high plateau, five bolt, heading back to their tribe. If the Rebels are sits Tusken Fort, the last spot to check on Old Arno’s defeated, they are bound and brought before the tribe list. Read; to face judgment. In this unlikely event, you’ll have to play the scene by ear. If the PCs can convince the Sand People that they aren’t in league with bounty hunters, they will be set free to continue the adven- ture. Otherwise, you may have to design an episode dealing with the Rebel’s escape.

Let the players come up with a plan, then fade to Episode Seven.

37 Tatooine Manhunt f you look at the map of Tusken Fort, you’ll note peacefully. several entrances located all around the struc- If the PCs agree to holster their weapons, Shrike ture. Each door is locked, but only the hangar and and Jungen lead them into the fort. Go to “Meeting servant’s wing have computer access ports. The Tallon.” If they object and try to continue the fight, see main door and back door have no visible entry devic- “The Mercs” sidebar on the following page. es. The PCs can choose the direct “knock on the front door” approach, or they can try to enter the fort If the PCs don’t attack but continue to the front unseen. Depending on their decision, see the appro- door, Shrike meets them and leads them to Tallon. priate section below. Go to “Meeting Tallon.”

As the Rebels approach the main door, let the PCs make Easy Vigilance checks. If anyone succeeds, they feel as though they are being watched. Jungen, hiding on the hangar roof, ob- serves their approach. If attacked, he fires his blaster (attempting to stun his target) at the most dangerous looking Rebels, then leaps down to engage in hand- to-hand combat. Let the fight go on for two rounds of combat, then the front door slides open. Shrike is there, carrying a heavy blaster rifle. He fires once to get everyone’s attention, then asks the PCs to enter

Tatooine Manhunt 38 Computer Room: The entire fort is hooked into the massive computer center. There are access ports here, but most rooms also have their own data termi- The fort can be entered by accessing the comput- nals. Temperature control, security, power regulation, er ports on the hangar and servant’s wing doors. An and other important systems originate or are con- Average Computers roll breaks the code and trolled from this central area. It takes a Daunting opens either door. Another way in would be to climb Computer roll to break into any of the ma- through the tower windows. This requires a rope of jor computer systems. some sort, an Easy Coordination check to se- cure it on the tower rail, and then an Easy Ath- letics check to navigate the rope to the tower. Art Room: Various holographic paintings, sculp- tures, and other artistic expressions from the Old Re- However, to try any of these methods the PCs public are on display here. must make Easy Stealth checks to approach the building unseen. If they fail, Jungen spots them before they reach the fort. See “Front Door Approach” Garden: The clear-domed roof lets sunlight into this for his reaction. indoor garden. Plants from many different worlds If the Rebels do manage to enter the fort without adorn this room. It is a tranquil, idyllic setting. In the being seen, they can wander around as they see fit. very center of the garden is a statue of some Old Re- See “Inside the Fort” for encounters within Tallon’s public hero, wearing a naval uniform dating back to home. the Clone Wars. The base of the statue, partially The Mercs

Inside, the old fort is comfortable and homey. Ele- The Mercs under Tallon’s employ are gant yet simple furniture shows a definite woman’s led by Shrike. The group includes six typi- touch. Repairs and maintenance have not been ne- cal mercs, Shrike, Jungen, and Quist. The glected. As the Rebels explore the fort, refer to the typical mercs all have identical stats listed descriptions below. below. If a call goes out for reinforcements, this entire group shows up to engage in The fort is set as a trap for Imperial agents. The combat. They set weapons for stun, at- PCs can wander around, but they only meet a few tempting to capture the attacking force. If people. However, they have the feeling that someone all the PCs are stunned, go to “Meeting is watching them the whole time. Tallon.” Hangar: This large room is filled with tools, parts Quist never gets in the thick of battle, and machinery necessary to keep vehicles in good preferring to fight from a distance. If three repair. In fact, it is very well stocked. There is a land- or more mercs are defeated, Quist and speeder here, roomy enough for six, and four old Shrike (or Jungen if Shrike is down) retreat starfighters that look similar to X-Wings. An Easy back to Tallon’s side. The Final conflict Mechanics check identifies them as Z-95 occurs in “Meeting Tallon.” Headhunters, the forerunners to the X-Wing starfight- er. The roll also reveals that they appear to be in good repair and working order.

Lobby: This elegant lobby bears evidence of wealth and good taste. Done in marble and polished stone, this room has tall pillars with intricate carvings and beautiful tapestries from the Galactic Core.

39 Tatooine Manhunt buried under dirt, bears the simple inscription, “Adar bravery and courage. Tallon, Hero.” A stick of SoroSuub Chew lies on one of the paths.

Servants Wing: Tallon’s servants, Morr and Cala Wenn, live in this wing. They are present when the Tower One: This tower has stairs running from PCs enter through here. Morr isn’t a brave man or a the ground floor up to the observation level. Nine bed good fighter, but he will take up his blaster carbine to rolls are situated about the tower floor where the deal with intruders. They won’t betray Tallon and, if Mercs sleep. they get the chance, will sound the alarm.

Study: Dark Wood and recessed light makes this room warm and comfortable, and the clear dome above lets in the rays of the suns and moon. There is a computer access port and a holoprojector, as well as a desk and chairs.

Gym: This fully-equipped gym is empty.

Living Room: Cozy furniture, a holoprojector, and Kitchen: This fully equipped kitchen is stocked a hologame table decorate this chamber. The Droid, with supplies and old-fashioned appliances. LN-26, programmed to serve as Tallon’s major domo, is fitted with a specialty personality module that gives it a woman’s voice and mannerisms. LN-26 is easily Dining Room: An elegant table and chairs sits up startled by the Rebels, but quickly recovers and at- to 10 people. tempts to find out as much as she can about these strangers while secretly signaling for help. Tower Two: The ground floor of this tower has been set up as a medical bay. There is a diagnostic computer, supplies, and a bacta tank for emergen- cies.

Power Shed: This chamber houses the power generators that supply the energy that runs all of the equipment in the fort.

Music Room: Strange alien instruments are on display, but the room is dominated by a massive pipe organ. Sitting at the organ is Adar Tallon, and beside him are Shrike and Quist, go to “Meeting Tallon.”

Master Bedroom: The expensive furniture that Whether the Rebels are led here by Shrike and fills this chamber is exquisite and highly fashionable. the mercs, brought here while unconscious, or wan- Medals and commendations adorn the walls. Each der in on their own while unseen mercs shadow their has been awarded to Adar Tallon for various feats of movements, they see the following scene.

Tatooine Manhunt 40

Quist, the pirate who provided the Empire with Tallon’s whereabouts, now makes his final play. See “The Bounty Hunters Attack” below.

Depending on how the PCs arrived at the music room, Tallon will be attended by Shrike, Quist and Jungen. Adar’s wife enters the room and stands at her husband’s side. Tallon studies the faces of his family and friends, then turns to the Rebels. He says;

Tallon believes the Rebels to be Imperial agents and deals with them accordingly. Here, they must use all their best arguments to convince him differently or the can attack the mercs. Let the conversation pro- gress naturally, with the PCs trying to win Tallon’s trust and Tallon trying to see through their protests. Then, after a few minutes of this, read;

41 Tatooine Manhunt

Quist had hoped to turn Tallon over to Relentless himself, but the arrival of the Rebels has forced him to change his plans. Now, working with Jodo Kast, he has decided to capture the commander and hold him for the Star Destroyer. Kast, Puggles Trodd, and a minion group of six hunters burst into the music room. Of course, if any of the main NPCs have been elimi- nated, replace them with Guilded Bounty Hunters from the Age of Rebellion core rulebook (pg 424). Kast’s of business when they enter the music room is to put Shrike and Jungen (if they are present) out of commission. He will do this easily by firing two paralyzation darts at them. The other hunt- ers engage the mercs, quickly dropping them through the element of surprise. The Rebels must now take matters into their own hands or all is lost. The hunters won’t attempt to hurt Tallon, but they may decide to stun him if he tries anything. Everyone else is expendable. The fight is to the death, but you may want Kast to survive to plague the Rebels at some future date. Quist, of course, stays out of the main battle. He pulls back into the shadows, keeping Tallon’s wife between himself and the conflict. If the Rebels win, he bargains for his freedom with Kay Tal- lon’s life.

When the dust of combat clears, Adar Tallon says;

Tallon orders any remaining mercs to handle the clean up out here at the fort. Then they are to disap- pear before the Star Destroyer arrives. The com- mander offers his landspeeder and Z-95s to the Re- bels, explaining that the Alliance may need such craft and Shrike has his own transportation hidden nearby.

Tatooine Manhunt 42 If any of the PCs were wounded during the battle, there is enough time to visit the medical bay before heading back to Mos Eisley. If the Rebels ask Tallon to tell them about himself, he says the following during the ride across the Wastes.

Cut Away to the Relentless EXTERIOR: SPACECRAFT IN SPACE: Streaks of blinding color whip past the Im- perial Star Destroyer Relentless as the giant craft moves through hyperspace. INTERIOR: IMPERIAL STAR DE- STROYER—PARLAN’S CHAMBER: Cap- tain Parlan, alone in his chamber. A strange sound enters the room and light Now it is time to go back to Mos Eisley, collect begins to play across Parlan’s dark fea- their ship, and get away before the Relentless ar- tures. He looks up and bows quickly. A 12- rives. foot hologram of appears be- fore him. “Everything proceeds according to plan, Lord Vader,” says Parlan. “We are about to come out of light speed just beyond the Tatooine system. Nothing can possibly go wrong.” “See that it doesn’t, Captain Parlan,” replies Vader. “Do not fail the Emperor … or me.” Fade to … EXTERIOR: MOS EISLEY SPACE- PORT

43 Tatooine Manhunt ven though First Twilight of Day Four approach- knows senseless death will not serve the Empire. es, the Rebels notice lots of activity. Read; These 20 stormtroopers are same setup as those in the “Martial Law” setup in Episode 1.

Before the rebels can enter the safety of their ship, they must overcome yet another deadly menace. Hid- ing in the recessed shadows of the docking bay, wait- ing for its turn to strike is IG-72. After the sixth round of combat, the assassin droid will begin its attack by blasting anyone in the vicinity of the bay who might serve as witness, the Prefect and his stormtroopers included. It then starts it’s attack on the Rebels by lobbing a stun grenade;

The Rebels, with Tallon and his wife and Droid, enter the spaceport in order to pick up their ship. As they make their way through the hectic crowd some- one they befriended (such as Tar Lup) calls to them from nearby. If they take a moment to talk, their friend explains that Imperials are coming. The spaceport has been ordered closed.

The Prefect and his stormtroopers, operating on a tip from Labria, await the Rebels at the entrance to Docking Bay 94. The Prefect is not a brave man, but he also knows what Parlan will do to him if he fails. If the Rebels decide to fight to their ship instead of sur- rendering, he will order his men to fall back - he

Tatooine Manhunt 44 IG-72 will try and take out as many Rebels as pos- sible before emerging to confront Tallon. Tallon will grab his wife and dive for cover. If IG-72 is defeated, it begins a self-destruct program to ensure Tallon’s death. A Hard Computer check is required to disarm the droid’s overload. Should IG-72 explode, anyone outside of the ship will perish, if the charac- ters get into their ship, they are unharmed, but the ship will take 15 Hull Trauma. Navicomputer: Limited:programmed single jump

After dealing with the stormtroopers and the as- sassin droid, the Rebels can take off into space, gearing up to jump to hyperspace. However, while the Star Destroyer isn’t in range to stop them, some- thing else is. Once the PCs have manned their sta- tions aboard their ship, ask the players who are at sensors to make an Easy Computer check. Suc- the ACE to combat the fleeing Rebel ship). They as- cess yields the following; sume that Adar Tallon will remain on the PC’s transport, even if this isn’t the case.

Once the Rebels out-distance the Imperial ships, they can make the jump to hyperspace, read:

If no one thinks of it at this time, let Adar Tallon suggest employing the Z-95s to provide additional fire power for their escape. He has upgraded the Headhunters with a hyperdrive that allow them to complete a single pre-programmed jump without the Cut Away to use of an R2 unit. the Relentless The TIE Interceptors are all standard (Age of Re- bellion pg 270). A three TIE Pilots (Age of Rebellion INTERIOR: IMPERIAL STAR DE- pg 423) fly escort for a TIE Ace (Age of Rebellion pg STROYER—PARLAN’S CHAMBER: A 423). The TIE Pilots will attempt to draw fire and har- close up of the giant image of Darth Vader, ass the Rebels while the TIE Ace lines up to take out his holographic form filling the scene. A the vehicles engines and hyperdrive. Due to the choking sound echoes from somewhere skilled nature of the pilot any Critical hits over 126 will out of sight. The scene expands, revealing result instead in the Engines Down result, and if Ma- more of the room, as the twisted, pain filled jor System Failure (results 118-126) should be form of Captain Parlan crashes to the floor. rolled, the hyperdrive is the system affected. “Apology accepted, Captain Parlan,” Once the Headhunters are launched, the three says Vader coldly. standard pilots will engage the Z-95s (again allowing Cut to … CREDITS AND CLOSING THEME 45 Tatooine Manhunt