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  001
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  The Rycar Run
  A Spacefaring Adventure for the Star Wars Roleplaying Game
  U.S., CANADA
  EUROPEAN HEADQUARTERS
  ASIA, PACIFIC, & LATIN AMERICA
  Wizards of the Coast, Belgium
  Wizards of the Coast, Inc.
  P.B. 2031
  P.O. Box 707
  2600 Berchem
  Renton, WA 98057-0707
  Belgium
  Questions? 1-800-324-6496
  +32-70-23-32-77
  www.wizards.com/starwars
  www.starwars.com
  DESIGN
  BRIAN CAMPBELL
  EDITING 
  RAY AND VALERIE VALLESE
  WEB PRODUCTION
  SUE WEINLEIN COOK AND DANIEL STAHL
  WEB DEVELOPMENT 
  THOM BECKMAN
  ART DIRECTION
  SEAN GLENN
  LUCAS LICENSING EDITORS
  MICHELLE VUCKOVICH
  STAR WARS RPG CREATIVE DIRECTORS
  THOMAS M. REID AND CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  ©2001 Lucasﬁlm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
  Dungeons & Dragons and the Wizards of the Coast logo are registered trademarks owned 
  by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of ﬁction. Any similarity to actual people, organizations, places, or
  events is purely coincidental.
  Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for
  the new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  
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  002
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  Rycar Ryjerd is a wanted man. As one of the top smug-
  glers in the Tatooine system, he has a reputation for
  taking on runs so risky that no one else would dare
  attempt them. Most of the locals who know the smug-
  gler’s handiwork consider him psychotic or suicidal—or
  both. It’s only ﬁtting that the hidden base he uses as his
  center of operations is well hidden, cautiously guarded,
  and dangerous to even approach. And it shouldn’t come as
  much of a surprise when someone approaches the heroes
  of your Star Wars campaign to track him down and bring
  him back alive.
  The Rycar Run is a free mini-adventure suitable for four
  4th- to 6th-level heroes. Although it’s a one-shot scenario
  playable in an evening or two, it can also serve as the reso-
  lution of a more elaborate storyline. The adventure uses
  several of the advanced rules from the Starships of the
  Galaxy accessory, so you’ll need that book for some of the
  encounters featured here.
  Background
  Rycar Ryjerd likes big challenges, so it’s only ﬁtting that he’s
  hidden his secret base in the midst of an asteroid ﬁeld.
  (After all, according to a particular protocol droid, the
  chances of successfully navigating an asteroid ﬁeld are
  7,320 to 1.) The Obana Belt is a short hyperspace jump
  away from the Tatooine system. Like many space hazards of
  this kind, the Obana Belt has many smaller asteroids
  surrounding a few much larger ones. In fact, a few of the
  larger asteroids are big enough to have a thin atmosphere,
  networks of caves, and a limited ecosystem.
  Getting the Heroes Involved
  The adventure’s objective is simple: track down Rycar and
  capture him. This imperative might come from a rival crime
  lord, the “authorities” (in one guise or another), or even the
  Jedi Council, if the smuggler’s crimes are severe enough.
  After weeks of investigation—possibly carried out by the
  heroes—Rycar Ryjerd’s hidden base has ﬁnally been found.
  The heroes are given the astrogation coordinates to the
  Obana Belt asteroid ﬁeld, which lies in the Outer Rim.
  Getting in, capturing Rycar, and getting out will require an
  expert pilot, at least one starship, and a few combat-capa-
  ble heroes ready for action.
  The encounters described in The Rycar Run have been
  balanced against the strength of a typical YT-1300 starship
  with at least one quadlaser, but in a pinch, it’s suitable for
  any comparable space transport. If the heroes don’t have
  their own ship, then whoever wants Rycar alive wants him
  badly enough to loan them one. After all, if they’ve reached
  4th level, they’ve probably proven themselves by now.
  Balancing the Adventure
  One of the biggest challenges in running a starship-based
  adventure is making sure that everyone feels involved. After
  all, if much of the action in a spacefaring adventure
  involves a single pilot, most of the players may feel left out.
  Chapter 5 of Starships of the Galaxy offers advice on strik-
  ing a balance between encounters for pilots and challenges
  for a ship’s crew, and this adventure uses several of those
  suggestions.
  For a start, the ship the heroes use in this scenario should
  have at least one gun turret—after all, the skills to use it
  depend on a hero’s attack bonus, not his piloting skill.
  Computer Use and Repair will also be useful skills; one hero
  might need to jury-rig a few systems while another operates
  the ship’s sensors. In addition, don’t count out the possibil-
  ity of a co-pilot using his own Pilot skill to augment the
  ship’s capabilities. If the co-pilot can make an “aid another”
  roll with a Pilot check against DC 10, he can add a +2
  circumstance bonus to one of the pilot’s rolls. If, by some
  strange twist of fate, only one character has all of these
  skills, there’s still an extremely challenging ﬁreﬁght at the
  end of the story.
  If several heroes have piloting skills, you could easily
  expand this adventure by loaning them an extra starﬁghter
  or two, increasing the difﬁculty of the space encounters,
  and using the streamlined space combat rules from
  Starships of the Galaxy. As a suggestion, we’ve included a
  few alternate game mechanics for a group of 4th- to 6th-
  level heroes using a YT-1300 and two Z-95 Headhunters.
  For truly ambitious Gamemasters, we’ve included sugges-
  tions for adapting this story to the Rebellion era by rework-
  ing it for a wing of four 7th- to 9th-level starﬁghter aces
  piloting a small squadron of X-wings. In any era, a
  reputable hero (like a Jedi) or a diplomatic hero with
  credentials (like a noble) might be able to talk someone into
  loaning them an extra ship or two for the mission.
  Scene 1: 
  The Obana Asteroid Belt
  After the heroes learn (or are given) the coordinates to the
  Obana Belt, they’ll need to make a simple Astrogate check
  (DC 10) to get there safely. However, once they arrive, they’ll
  ﬁnd that scanning the interior of the asteroid belt with
  ship’s sensors is problematic. Keep in mind that the kind of
  sensors used on a YT space transport are designed to moni-
  tor a limited number of spacecraft nearby. Getting a ﬁxed
  reading on the hundreds of rocks ﬂoating through an aster-
  oid belt is nearly impossible—that’s one of the reasons navi-
  gating such a ﬁeld is so difﬁcult. It’s hard to read anything
  more detailed than major features of terrain or the location
  of a few other starships.
  Scanning for life forms from outside the asteroid belt is
  just as tricky. While the YT’s sensors can detect the presence
  of life, they can’t give a precise location, identify what kinds
  of creatures were found, or give a “lock-on” sufﬁcient to
  target them with weapons. Cautious characters may still
  want to use Computer Use to scan the area with the ship’s
  sensors before going in; the higher their roll, the more detail
  they’ll get.
  Check
  Result
  Details
  10
  A large mass in the center of the ﬁeld seems like it
  would be big enough to support a limited ecosys-
  tem. Rycar is probably somewhere in there.
  15
  Several large masses in the center of the ﬁeld look
  big enough to hide a smuggler’s base. A cloud of
  unusual trace gases makes readings difﬁcult.
  There’s something alive in there.
  
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  003
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  There’s a chance that a clever Jedi might attempt to use
  Farseeing to look into the asteroid ﬁeld. If this happens,
  determine the result with the DCs listed above, but use more
  dramatic imagery (and less speciﬁc details) when describing
  what’s ahead. Even with the Force, tracking down this infa-
  mous character should take a bit of work.
  Successfully Navigating the Field
  The asteroids make for a signiﬁcant hazard, and this time,
  the heroes’ ship is at stake. Reaching the open area at the
  center of the asteroid ﬁeld takes about two minutes; this
  requires two Pilot checks against DC 15. Failing the check
  pounds the ship for 2d10x2 points of damage. (If you want
  to increase the challenge of this hazard for 7th- to 9th-level
  heroes, increase the check to DC 20 and the damage to
  4d10x2 points.)
  As the ship gets closer, the heroes notice that there’s a
  large open area at the center of the asteroid ﬁeld.
  Scanning this interior becomes easier as the heroes
  approach it. For further Computer Use checks, reduce the
  DCs from the table above by 5, but for each check, call for
  another piloting roll as the scanning ship holds its posi-
  tion. On any check that beats a DC 15, it’s evident that
  something of Colossal size is drifting towards the heroes’
  ship. It’s alive, and it’s waiting to meet them in the center
  of the belt.
  Scene 2: That’s No Moon
  No matter where the heroes enter the gaseous cloud at the
  center of the Obana Belt, there’s a surprise waiting for
  them. The trace gases and minimal ecosystem support two
  herd creatures of Colossal size drifting at the center of the
  asteroid belt. Anyone who’s been to Bespin (or a similar gas
  giant) may notice their similarity to beldons. One of the
  massive creatures slowly drifts toward the heroes’ ship,
  emitting a series of brief electrical pulses that temporarily
  short out the vessel’s sensors.
  A successful Knowledge (spacer lore) check against DC 20
  reveals that the “space beldons” aren’t a predatory threat—
  they’re herd animals curious about their environment. If the
  heroes move at any rate faster than cautious speed, they
  can easily outrun the creatures. Reckless action, on the
  other hand, can have catastrophic results. (Full details on
  these esoteric creatures are included in November’s Creature
  Feature at the Star Wars Roleplaying Game website.)
  Space beldon: Vacuum herd animal 1; Init –1; Def 1 (–8
  size, –1 Dex); Spd 50m ﬂy (poor); VP/WP 6/128; Atk +8
  melee (1d4+16, 8 tendrils) or +0 ranged (special, ionized
  spark); SQ Blindsight, darkvision, explosive, ionized spark;
  SV Fort +5, Ref –1, Will –3; SZ C; Rep 1; Str 42, Dex 8, Con
  16, Int 3, Wis 4, Cha 2; Challenge Code: C.
  Skills: Spot +5, Survival +5.
  The three other masses in the center of the ﬁeld are obvi-
  ously non-living. One is a barren rock; its surface has been
  worn away by the thousands of acidic tentacles the space
  beldons have used to slowly extract minerals from its pock-
  marked surface.
  The second mass is large enough to include several deep
  caves with a thicker concentration of atmosphere. Several of
  these pits are stable enough for a space transport or
  starﬁghter to land for repairs. This is not without its
  hazards, however, as the asteroid holds a nest of 18
  mynocks that prey upon ships in the system. Mynocks
  resemble leathery bats with large, suckered mouths, and
  they feed upon energy and absorb minerals, making them
  especially dangerous to the heroes’ ship.
  Mynock: Vacuum parasite 1; Init +0; Def 12 (+2 natural);
  Spd 8m ﬂy; VP/WP 6/11; Atk +0 melee (1d4, bite), +0
  ranged; SQ electricity resistance 10; SV Fort +2, Ref +0, Will
  –3; SZ M; Rep 2; Str 10, Dex 10, Con 11, Int 4, Wis 4, Cha
  6; Challenge Code: A.
  Skills: Hide +4, Move Silently +6.
  Scene 3: Enemy Fighters,
  Coming Your Way!
  The third mass in the center of the asteroid belt is clearly
  a starﬁghter base: a large rectangular “docking bay” has
  been carved out of its surface. Because this massive
  asteroid never drifts from its position at the center of the
  Obana Asteroid Belt, the three rectannas mounted on its
  exterior have remained undisturbed. Someone has also
  mounted a massive ion engine on the far side opposite
  the docking bay, possibly for making minor course
  corrections.
  For all intents and purposes, the massive rock has been
  converted into a small space station; well-worn corridors
  function as its interior. The crew inside has had plenty of
  time to scan the heroes’ ship for weapons, scramble
  starﬁghters reserved for this type of emergency, and warn
  their boss, Rycar Ryjerd, of the threat.
  Battered CloakShape starﬁghters (described fully in
  Starships of the Galaxy) launch out of the space station
  docking bay. No doubt they’ve practiced this maneuver
  hundreds of times before. It may be evident that the pilots
  need a little more practice, however, as the surface of each
  ship is pock-marked and dented from dozens of near-misses
  with the surrounding asteroid ﬁeld.
  Craft: Modiﬁed CloakShape Fighter; Class: Starﬁghter;
  Cost: Likely valued at 83,000 credits; Size: Tiny (15 m
  long); Initiative: +4 (+2 size, +2 crew); Crew: 1 (Normal
  +2); Passengers: 0; Cargo Capacity: 40 kg;
  Consumables: 1 day; Hyperdrive: None; Maximum
  20
  Five large asteroids drift in an area in the center of 
  the belt. Three of them are capable of supporting 
  life, and there are signs that each may have a 
  limited ecosystem. It’s possible that the ﬁeld may 
  contain creatures like mynocks or space slugs. The 
  readings are obscured by some kind of trace 
  substance, similar to interference from Tibanna gas.
  25
  Five large masses drift in an open area at the center
  of the asteroid belt. Three of them are asteroids, 
  two of which support a limited ecosystem. The 
  remaining two masses are creatures the size of 
  asteroids. Trace amounts of gases are present in the
  area surrounding the two colossal living creatures.
  
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  004
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  Speed: Attack; Maneuvers: +4 (+2 size, +2 crew);
  Defense: 22 (+2 size, +10 armor); Shield Points: 0; Hull
  Points: 140 (currently 70); DR: 5.
  Weapon: Light laser cannons (2 ﬁre-linked); Fire Arc:
  Front; Attack Bonus: +6 (+2 size, +2 crew, +2 ﬁre
  control); Damage: 4d10x2; Range Modifiers: PB +0, S
  –2, M/L n/a.
  Weapon: Small concussion missile launchers (2 ﬁre-
  linked, 8 missiles each); Fire Arc: Front; Attack Bonus:
  +8 (+2 size, +2 crew, +4 ﬁre control); Damage: 8d10x2;
  Range Modifiers: PB +0, S/M/L n/a.
  Pirate Pilot: For the CloakShape pilots, use the generic
  statistics for 3rd-level pirates found on page 273 of the
  Star Wars Roleplaying Game core rulebook. If you’ve
  modiﬁed the adventure for 7th- to 9th-level starﬁghter
  aces, use the 8th-level pirate template instead.
  Running the Fight for a Single Ship
  If your heroes are piloting a single YT-1300 transport (or
  something roughly equivalent), two damaged CloakShapes
  should work well for this encounter. (Each ship currently has
  half its normal hull points.) Since two ships are attacking a
  lone space transport, the starship combat template in
  Chapter 11 of the Star Wars Roleplaying Game core rule-
  book should be sufﬁcient for this encounter.
  Running the Fight for Several Ships
  If the heroes brought along an extra Z-95 Headhunter or
  two, you can run the confrontation using the streamlined
  combat rules in Chapter 4 of Starships of the Galaxy. The
  edge of the asteroid ﬁeld is at medium range (three squares)
  on either side of the space station. Add an extra CloakShape
  for each Z-95 the heroes have brought along. The
  CloakShapes are already damaged, so a few solid hits should
  ﬁnish each one off.
  Statistics and details on Z-95 Headhunters appear in
  Chapter 11 of the Star Wars Roleplaying Game core rule-
  book.
  Running the Fight for an X-wing Squadron
  If you’ve decided to run this adventure during the Rebellion
  era with starﬁghter aces, replace the CloakShapes with
  Howlrunners (described in Starships of the Galaxy) and put
  them up against an equal number of the heroes’ X-wings.
  Two damaged Howlrunners (half hull points, plus shields)
  against four X-wings should result in a challenging
  encounter, assuming that everyone has solid piloting skills.
  Statistics and details on X-wing ﬁghters appear in
  Chapter 11 of the Star Wars Roleplaying Game core rule-
  book.
  Flying in the Asteroid Field
  The smuggler’s confederates aren’t obsessed with destroying
  the heroes, just damaging their ship(s) badly enough to
  drive them off. This should hopefully give their boss, Rycar,
  a chance to escape. The pirates are overconﬁdent enough to
  think they can chase the heroes into the asteroid ﬁeld, if
  necessary. If this occurs, anyone piloting in the ﬁeld during
  the skirmish must make a Pilot check each round to avoid
  slamming into a spinning rock.
  Making a Flyby
  The giant asteroids and space beldons are accidents just
  waiting to happen. A reckless pilot might decide to use the
  ﬂyby maneuver (from Chapter 4 of Starships of the Galaxy)
  to lose a pursuing ship. If a pursuing pilot fails to follow this
  maneuver while skimming the surface of one of the massive
  asteroids, he’ll take 4d10x2 damage from a collision.
  If anyone tries this maneuver with a space beldon, the
  creature gets an attack with its ionized spark against both
  passing ships as soon as they’re within range. A collision
  causes a ﬁery explosion of 4d10 points of damage against
  the pursuing ship as it explodes; the pursued ship must
  make a Pilot check (DC 20) from being caught in the same
  conﬂagration. The limited atmosphere is still enough to fuel
  a ﬁery maelstrom equal to twice the beldon’s diameter.
  Damage Control
  The story can get even more exciting if you decide to
  incorporate the advanced rules for battle damage from
  Starships of the Galaxy. (However, as that book advises,
  discuss this option with your players before adding this, or
  any other advanced rule, to your game.) The defenders are
  hoping to damage the heroes’ ship(s) badly enough for
  Rycar to escape easily. As such, they’ll try to target the
  heroes’ ion engines, damaging them badly enough to slow
  potential pursuers. Rycar may try to escape immediately
  after the ﬁght if one or all of the heroes’ ships are
  damaged in this way.
  Scene 4: Rycar’s Hidden
  Base
  Rycar Ryjerd may be borderline psychotic, but he isn’t
  stupid. He won’t come out of his asteroid base until his
  pilots have damaged his enemies’ ships—after all, that’s
  what thugs are hired to do. If the heroes have a run of bad
  luck and severely damage their own ship(s), Rycar rushes to
  his space transport to make a desperate escape. Otherwise, if
  the heroes are clearly winning (and they should be), Rycar
  stays within his fortiﬁed asteroid, waiting to lay an ambush
  against the heroes when they come to get him. Starﬁghters
  might try to make attack runs against the docking bay
  (again, using advanced rules) to damage Rycar’s ship, but
  the criminal mastermind has other plans.
  Sooner or later, someone’s going to have to land in the
  docking bay. When they do, there’s no sign of Rycar’s
  space transport, the Blaze of Glory. A minimal shield keeps
  atmosphere within the exposed docking bay, and a single
  shielded airlock door acts as a second line of defense
  against the threat of decompression. Rycar is sufﬁciently
  paranoid to be also wearing a space suit, just in case the
  heroes have any bright ideas about destroying the airlock
  with starﬁghter weapons.
  If you’re running this adventure for 7th- to 9th-level
  characters, add one further complication: The gravity on
  the asteroid is enough to keep its thin atmosphere intact,
  but not enough to keep full gravity within the base’s corri-
  dors. Anyone without the Zero-G combat feat will be at a
  –2 penalty to most actions while within the base’s low-
  gravity environment. Rycar knows this gives him an addi-
  tional advantage.
  
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  005
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  An ambitious Gamemaster may choose to detail an
  entire network of tunnels within the asteroid, but for the
  purposes of the story, this isn’t necessary. The ambush is
  not elaborate. Rycar and a lone bodyguard lie in wait
  behind a blast door at the end of a darkened corridor. As
  soon as the heroes set foot inside the dark corridor, the
  lights ﬂash on, a shielded blast door opens, and Rycar’s
  bodyguard opens ﬁre from behind it with an E-Web
  repeating blaster (possibly catching everyone ﬂat-footed).
  Rycar ﬁres off a few shots with his blaster carbine, but
  if he’s outgunned, he’ll ﬂee as soon as it’s tactically
  appropriate.
  A word to the wise: Anyone who thought the starship
  battle would be the toughest encounter of the adventure
  may be in for a surprise. The 6th-level bodyguard with an
  E-Web blaster (dealing 6d8 points of damage!), backed up
  by Rycar’s proﬁciency with a carbine, easily ﬁgures as an
  Extreme encounter. (As compensation, the heroes can keep
  the E-Web if they kill the bodyguard.)
  If you’re running this ﬁght for 7th- to 9th-level heroes,
  keep the encounter with the bodyguard, but place Rycar
  farther down the hallway and have him run for his space
  transport right after the ﬁrst attack. Set the Blaze of Glory
  to full strength (without any hull damage) and use that
  confrontation as the ﬁnal Extreme encounter.
  Shud Haloo, Rycar’s Bodyguard: Human soldier 5;
  Init +6; Def 17 (+2 Dex, +5 armor); Spd 10 m; VP/WP
  30/10; Atk +7 melee (vibroblade, 2d6), +6 range (6d8
  dmg, E-web blaster or 3d6 dmg, blaster pistol); SQ none;
  SV Fort +5, Ref +4, Will +2; FP 2; Rep 1; Str 14, Dex 12,
  Con 10, Int 8, Wis 11, Cha 13.
  Skills: Astrogate +2, Intimidate +4, Knowledge (streetwise)
  +2, Pilot +4, Profession (mercenary) +3, Repair +4, Treat
  Injury +3, Tumble +4.
  Feats: Dodge, Point Blank Shot, Precise Shot, Shot on the
  Run, Weapon Focus (blaster pistol), Zero-G Combat.
  Rycar Ryjerd: Human scoundrel 6/blockade runner 1*;
  Init +2 (+2 Dex); Def 22 (+2 Dex, +10 class); Spd 10 m;
  VP/WP 21/8; Atk +4 melee (2d6 dmg, vibroblade), +8
  ranged (3d8 dmg, blaster carbine); SQ Better lucky than
  good, illicit barter, skill emphasis (Pilot), sneak attack
  +2d6, space transport familiarity +1; SV Fort +2, Ref +9,
  Will +3; FP 3; Rep 3; Str 10, Dex 15, Con 8, Int 14, Wis
  12, Cha 13.
  Skills: Astrogate +8, Bluff +5, Computer Use +6, Disable
  Device +6, Escape Artist +4, Gather Information +5, Hide
  +4, Knowledge (streetwise) +7, Listen +5, Move Silently +6,
  Pilot +18**, Profession (smuggler) +8, Repair +7**, Spot +5,
  Tumble +4.
  Feats: Spacer, Starship Dodge, Starship Operation (space
  transport), Zero-G Combat.
  *
  A new prestige class from Starships of the Galaxy .
  ** Includes +1 bonus from the space transport familiarity class feature .
  Craft: Blaze of Glory (modiﬁed Corellian Engineering
  Corporation YT-1930 Freighter); Class: Space transport;
  Cost: 137,000 credits; Size: Small (35 m long); Initiative:
  +3 (+1 size, +2 crew*); Crew: 2 (Pilot +18*); Passengers:
  2; Cargo Capacity: 200 metric tons; Consumables: 4
  months; Hyperdrive: x2 (x12 backup); Maximum Speed:
  Attack; Maneuvers: +3 (+1 size, +18 crew*); Defense: 21
  (+1 size, +10 armor); Shield Points: 30; Hull Points: 150
  (currently 75); DR: 10.
  Weapon: Laser cannon; Fire arc: Turret; Attack
  Bonus: +11 (+1 size, +8 crew*, +2 ﬁre control); Damage:
  4d10x2; Range modifiers: PB +0, S +0, M/L n/a.
  * When Rycar Ryjerd pilots this ship, its initiative modiﬁer includes his Dex modi-
  ﬁer; its maneuver modiﬁer includes his Pilot skill modiﬁer; and each of its
  weapon’s attack bonuses includes his base ranged attack bonus.
  Scene 5: He Certainly Is
  Brave
  The adventure can end in one of three obvious ways,
  depending on the heroes’ actions. Of course, your players
  may devise a brilliant plan to defuse all of these possibili-
  ties, but these are the three most likely resolutions to the
  plot.
  Rycar Is Taken Down in the Hallway
  As soon as the heroes see Rycar in the hallway, it may be
  possible to take him out with a single lucky shot. Although
  he’s a 6th-level character, a critical hit and a missed
  Fortitude save can still take him down. It’s also possible that
  a valiant Jedi with Burst of Speed will overtake him. As
  soon as it’s evident that he can’t escape—or can’t regain
  consciousness—bagging the smuggler is a piece of cake
  (rycake soaked in Corellian whiskey, if you prefer).
  Rycar Flees to His Ship
  Rycar’s space transport, the Blaze of Glory, is hidden at
  the far end of the smuggler’s base, right below the ion
  engines. He’s relied on an old but dependable trick: the
  cave that holds the ship has been hidden with the help of
  a holoprojector. To anyone outside the asteroid, the outer
  wall of this second docking bay looks like the rest of the
  rocky surface. It’s possible to see through this ruse by
  speciﬁcally scanning this side of the asteroid and making
  a Computer Use check against DC 15. Scanning the
  surface of the asteroid is difﬁcult, though, and the
  Gamemaster should make any such rolls for the heroes
  secretly.
  Rycar needs to run 30 meters straight down a hallway
  to get to his ship. It takes him another two turns past the
  landing ramp to reach the controls (shutting the door
  behind him), plus an additional Pilot check (as a move
  action) against DC 20 to launch the ship from a cold start
  in one round. If all of the heroes chased Rycar into the
  base, he might get away. If one of the pilots was smart
  enough to let the rest of the group charge into the aster-
  oid while he waited outside, there’s still a chance to catch
  the smuggler.
  Rycar Is Flushed Out
  If the heroes’ ship is severely damaged in the dogﬁght
  outside the asteroid, Rycar boards the Blaze of Glory
  immediately and attempts to escape. This possibility might
  also occur if the some of the heroes are lured into the body-
  guard’s ambush but at least one pilot was smart enough to
  wait outside the asteroid.
  
  [sc]LINK::
  006
  MINI = ADVENTURE
  the rycar run
  428.m 1837b
  MINI-ADVENTURE
  Rycar’s a good pilot, so if he manages to escape the
  base in his ship, he’ll take off straight for the asteroid ﬁeld
  as fast as he can. In the ﬁrst round, he’ll increase his speed
  by two categories and arrive at the edge of the asteroid
  ﬁeld. For two rounds after that, he’ll need to make a Pilot
  check (modiﬁed by traveling at top speed) to avoid the
  asteroids. (Don’t forget to include speed modiﬁers for
  everyone ﬂying through the asteroids!) Each turn he’s
  chased, if he doesn’t crash, the heroes have a chance to ﬁre
  on his ship.
  If Rycar can evade several turns of weapons ﬁre and
  travel at top speed through the asteroid ﬁeld, he still needs
  to make an Astrogate check (DC 15) to program the navi-
  computer for the jump to light speed. While there’s a slim
  chance he’ll actually make all these rolls and escape, the
  heroes can still score a signiﬁcant victory by capturing his
  hidden base of operations.
  Cue End Credits
  The outcome of this escapade is ultimately up to the skill and
  courage of the heroes. Chances are good that they’ll capture
  Rycar alive. No matter what the outcome, though, ﬁnishing
  the adventure is worth 1,000 experience points. And, of
  course, the space battles in The Rycar Run help demonstrate
  the use of rules in the Starships of the Galaxy accessory and
  reveal further possibilities for the ideas in that book.
  About the Author
  Brian Campbell has been involved in the RPG industry for
  seven years as a freelance writer and on staff with White
  Wolf as a writer and editor. You may have seen his work for
  the Vampire, Werewolf, Mage, and Changeling product
  lines. Now a Seattle resident, Brian currently serves as an
  editor with the Star Wars Roleplaying Game design team at
  Wizards of the Coast.
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 04-06) - The Rycar Run.pdf