TEXT: By Andy Collins 
  Rendezvous at 
  Ord Mantell
  A Star Wars Miniadventure
  
  RENDEZVOUS AT ORD MANTELL
  002
  DESIGN
  ANDY COLLINS 
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  BART CARROLL 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  LELAND Y. CHEE
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  In “Rendezvous at Ord Mantell,” the heroes help a stranded
  explorer recover her crashed ship so that she can blast off
  from that rough-and-tumble world and get on with some
  sensitive business. But ﬁrst, they’ll need to overcome
  uniformed thugs in a bar brawl, navigate rocky canyon
  mazes, elude a Twi’lek bounty hunter, and deal with a band
  of fringe-dwelling raiders.
  “Rendezvous at Ord Mantell” is a Star Wars Roleplaying
  Game adventure set during the Rebellion era and is
  designed for four 1st- or 2nd-level heroes. A scout or
  fringer would be especially useful among the characters, as
  most of the adventure takes place in Ord Mantell’s wild
  back country. This low-level scenario ﬁrst appeared in Star
  Wars Gamer #1 but has been updated to reﬂect the revised
  game rules.
  If you plan to play a character in this adventure, don’t
  read any further. The information below is meant for the
  Gamemaster’s eyes only.
  Getting Started
  By the beginning of the adventure, the heroes should be
  acquainted with one another. Maybe some of them grew up
  together (either on Ord Mantell or elsewhere), or perhaps
  they served on a starship together. For the purposes of this
  adventure, the reason isn’t important. If you want, you can
  even run a “pre-adventure” scenario in which the heroes
  meet each other for the ﬁrst time.
  Why Are the Heroes on Ord Mantell?
  Particularly if this adventure forms the starting point for
  your campaign, you might want to determine why the
  heroes are present on Ord Mantell. Here are a few ideas:
  Fringers: Natives of Ord Mantell—especially those who hail
  from the wilder areas of the planet—often fall into this class.
  Alternatively, the fringer hero might have come to Ord
  Mantell from an even more backwater world in search of
  civilization.
  Nobles: Any world needs administrators and ambassadors,
  and though most legitimate nobles steer clear of worlds like
  Ord Mantell, those interested or involved in illegitimate
  activity ﬂock to the planet.
  Scoundrels: Ord Mantell draws lawless characters of every
  type, from gamblers to pirates to petty thieves. The hero
  may be a native but more likely is a visitor to the planet.
  Scouts: Pilots use Ord Mantell as a midpoint of journeys
  through the stars. Hunters and explorers come to the planet
  to investigate its wilderness.
  Soldiers: Spacehands, bodyguards, mercenaries, and former
  soldiers all frequent Ord Mantell.
  Tech Specialists: Pirates and pilots always ﬁnd uses for some-
  one who can repair their equipment and ships. Tech specialists
  who visit Ord Mantell can also acquire rare or illegal technical
  gadgets from assorted outlaws and black marketeers.
  U.S., CANADA
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  ASIA, PACIFIC, & LATIN AMERICA
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  Questions? 1-800-324-6496
  +32-70-23-32-77
  www.wizards.com/starwars www.starwars.com
  This d20 System™ game utilizes mechanics developed for the new 
  DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, and Peter Adkison.
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  This material is protected under the copyright laws of the United States of
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  003
  Force Adepts: As a wild, unexplored area, Ord Mantell
  makes a ﬁne location for unusual or unique Force-wielding
  characters. Its rocky backcountry might even be home to a
  secret enclave of Force adepts.
  Jedi Consulars and Jedi Guardians: Jedi of any stripe are rare
  enough during the Rebellion Era to be unique visitors to Ord
  Mantell. They might come here seeking rumors of others like
  them, or while on the run from Imperial forces or assassins.
  Customizing the Adventure
  Though the scenario is designed for four low-level heroes,
  it’s easy enough to adjust it for different power levels. If
  you have fewer than four heroes, you can make Renci Tosh
  (the “explorer” who asks them for help) a more active
  participant in combat. With more than four heroes, or if the
  average hero level is above 2, bump up the power level of
  the opponents slightly. For instance, you can add one or
  two thugs to the ﬁrst encounter, or increase the bounty
  hunter to 3rd level. Don’t go overboard, though. The heroes
  should be able to get through the adventure without much
  “down time” required for resting.
  Adventure Background
  Renci Tosh is a Rebel spy and recruiting agent.
  Unfortunately, she suffered mechanical problems on her
  most recent trip and was forced to crash-land on Ord
  Mantell, not far from the frontier settlement of Great Rock.
  As Tosh stumbled toward town, she was intercepted and
  imprisoned by a group of thugs working for a local crime
  lord. Despite her injuries, Tosh escaped her crude cell and
  ﬂed into the streets. At the same time, a group of raiders
  investigating the crash site hauled away Tosh’s crippled
  starﬁghter to sell for scrap.
  The adventure opens as Tosh encounters the heroes in a
  spacer bar, where they’ve gathered to look for work,
  transport off-world, or perhaps even trouble. She needs
  their help to get her out of town and to recover (and
  repair) her ship.
  Scene 1: A Fateful Meeting
  Read or paraphrase the following text to the players:
  You’re gathered together in Qexi’s, an absolute dive of
  a bar ﬁlled with the dregs of the galaxy. Most of the
  customers are Human, though a number of Rodians,
  Sullustans, Bothans, and even a pair of Trandoshans are
  present as well.
  A woman interrupts your peaceful afternoon by slid-
  ing into an open seat at your table. You didn’t see her
  come in, and she isn’t dressed like a local—in fact, her
  clothes look pretty expensive, though they’re spotted
  with mud and torn in several places. You also notice
  some recent bruises and scrapes on her arms.
  Before you can open your mouths, she puts a ﬁnger
  to her lips and glances furtively across the room. Then
  she turns back to you and says in a low voice,
  “Interested in helping out a girl in trouble?”
  RENDEZVOUS AT ORD MANTELL
  003
  
  Assuming the heroes are interested, Renci Tosh continues:
  Renci claims to be an explorer who experienced mechanical
  difﬁculties before crash-landing her Z-95 Headhunter in the
  wilderness a couple dozen kilometers from town. She says
  it’ll take at least a couple of days to get there. If the heroes
  try to negotiate with Renci, a successful Diplomacy check
  (DC 15) gets her to raise her reward to 750 credits each
  (she’s desperate), but she won’t go any higher.
  Renci Tosh, Female Human Scout 2: Init +2 (Dex); Defense
  14 (+2 Dex, +2 class); Spd 10 m; VP/WP 9/10 (currently 4/8);
  Atk +0 melee (1d3–1,
  unarmed) or +3
  ranged; SQ
  Trailblazing; SV Fort
  +2, Ref +4, Will +4;
  FP 1; DSP 0; Rep +0;
  Str 8, Dex 15, Con 10, 
  Int 13, Wis 14, Cha 12.
  Equipment: None.
  Skills: Astrogate
  +5, Bluff +3, Climb
  +3, Hide +6, Listen
  +7, Pilot +6,
  Read/Write Basic,
  Read/Write Rodian,
  Search +5, Speak
  Basic, Speak Rodian,
  Spot +7, Survival +6,
  Swim +3.
  Feats: Alertness, Starship Operation (starﬁghter), Track,
  Weapon Group Proﬁciency (blaster pistols, blaster riﬂes,
  simple weapons).
  Interrupted!
  Just as the heroes complete the deal with Renci, two goons
  wearing crude uniforms burst through the door into the bar
  and start looking around. Neither Renci nor the heroes are
  surprised; however, roll Spot checks for the thugs to see
  Renci (DC 11). If either thug fails, he is surprised and can’t
  act in the surprise round. (If no one is surprised, roll initia-
  tive and move directly into the ﬁrst round.)
  If the heroes don’t attack, the thugs rudely look for Renci
  until they ﬁnd her, whether by spotting her or interrogating
  bar patrons. When they ﬁnd her, they attempt to drag her
  away. If the heroes try to stop them, they open ﬁre.
  Renci doesn’t have a weapon and is injured, so she takes
  cover and tries to hide during the ﬁght. If things go badly
  for the heroes, she tries to grab a weapon from a fallen
  character and defend herself.
  The rest of the bar’s occupants avoid the ﬁght. Assuming
  the heroes win, Renci insists that they get out of town as
  quickly as possible.
  Goons (2): Male Human Thug 2: Init +4 (Improved
  Initiative); Defense 10; Spd 10 m; VP/WP 0/12; Atk +3
  melee (1d4+1, unarmed with Martial Arts) or +2 ranged
  (3d6, blaster pistol); SV Fort +4, Ref +0, Will +0; Str 13,
  Dex 11, Con 12, Int 8, Wis 10, Cha 9. Challenge Code A.
  Equipment: Blaster pistol.
  Skills: Intimidate +3, Spot +1.
  Feats: Armor Proﬁciency (light), Improved Initiative,
  Martial Arts, Weapon Group Proﬁciencies (blaster pistols,
  simple weapons).
  “I’m a visitor to this world, and I seem to have fallen
  afoul of the local crime element. I could use some help
  getting back to my ship. I can’t pay you anything now—
  I have no credits on me—but I can promise a reward of
  500 credits apiece as soon as I get to my ship.
  “If you’re interested, we need to get started right
  away. Can you help me?”
  RENDEZVOUS AT ORD MANTELL
  004
  An ever-present threat to adventures such as this one—where you,
  the GM, present a “hook” designed to lead the heroes into the
  adventure—is the possibility that the heroes simply choose not to
  involve themselves in your plot. Eventually, you’ll be able to judge
  what types of missions best suit your heroes (and your players),
  but until that point (and even sometimes after it), sometimes
  heroes just don’t “take the bait.” For instance, what if the heroes
  turn down Renci’s plea for help?
  In such a case, you have three options. The ﬁrst is to force the
  players to involve their heroes despite their lack of interest. This is
  probably the worst choice, as it breaks the suspension of disbelief
  between the players and their heroes. If the players feel brow-
  beaten into going on speciﬁc missions, the game just becomes the
  GM telling the players what to do.
  The second option is to accept their decision and let them veer
  from your carefully crafted mission into other adventures. This is
  all right, and sometimes it’s inevitable, but if you do this too often,
  you risk wasting many hours creating plots, settings, and charac-
  ters that never get used.
  The third option, while the most difﬁcult, can be the most
  rewarding. This boils down to keeping your heroes involved in the
  adventure without them feeling railroaded into a storyline. In the
  case of “Rendezvous at Ord Mantell,” there are a few options to
  keep the heroes involved:
  • The same local crime lord who captured Renci targets the
  heroes. This might require the heroes to get Renci’s help.
  • The heroes keep running into the same thugs and choose to
  leave town to maintain a low proﬁle.
  • The bounty hunter Gida Luroon learns of the heroes’
  contact with Renci and decides to include them in her hunt.
  • An Imperial informant recognizes Renci as a Rebel and
  believes that the heroes are also Rebels.
  Don’t get too heavy-handed with this option. For instance, a
  bad way to manipulate the heroes would be to send a group of 20
  thugs after them so they had no choice but to ﬂee town. Always
  give heroes a choice of options, or at least the appearance of
  choice. Even if it doesn’t matter what they do (and that should
  only rarely be true), the players should always believe ﬁrmly that
  their heroes’ actions control the outcome of the story.
  WHAT IF THE HEROES 
  DON’T TAKE THE BAIT?
  
  RENDEZVOUS AT ORD MANTELL
  005
  Scene 2: Into the Wilderness
  The heroes can linger in town if they want (or if they need
  to pick up supplies), but Renci reminds them constantly
  that they need to leave soon. If they remain in town too
  long, another group of thugs or the bounty hunter Gida
  Luroon (see below) comes to ﬁnd them.
  Once the heroes are safely out of town, they must back-
  track Renci Tosh’s original trail through a maze of rocky
  canyons. She can ﬁnd the starting point—where the patrol
  captured her a few hundred meters outside town—but the
  heroes must follow her tracks back to her ship using the
  Track feat along with Survival checks. The base DC is 20
  (ﬁrm ground) +2 for the two days that have passed since
  she made the trail, for a total DC of 22. If no hero has the
  Track feat, Renci offers to do the tracking. She can take 20
  and successfully follow her tracks.
  The crash site is 20 kilometers away. Since the tracking
  character must move at half rate to follow the tracks (or
  suffer a –5 penalty), and the rocky terrain limits movement
  to one-half normal, the heroes move at only one-fourth
  their normal speed. This means that if the slowest hero’s
  speed is 10 meters, they can cover 1.25 km per hour (or
  about 10 km for eight hours of travel each day). If the slow-
  est hero’s speed is 6 or 4 meters, they can cover only 6 or 4
  kilometers each day, respectively. Thus, the trip requires 16,
  27, or 40 hours (assuming they encounter no other delays)
  of walking, plus one or more nights spent under the twin
  moons of Ord Mantell.
  Every hour of travel or rest, roll d% on the table below to
  see whether the heroes encounter anything while traveling
  through the canyons (add +10 to the roll at night). After
  any encounter in which the heroes take their attention away
  from the tracks, they must relocate the trail with another
  Survival check (DC 22).
  Along the way, Renci Tosh tries to feel out the heroes’
  attitudes toward the Empire and the Rebellion. She tries not
  to reveal her leanings, though a successful Sense Motive
  check (DC 18) may indicate that her queries are more than
  mere conversation.
  Teerik, Male Rodian Fringer 1: Init +2 (Dex); Defense 15
  (+2 Dex, +3 class); Spd 10 m; VP/WP 10/14; Atk +1 melee
  (2d4+1, vibrodagger) or +2
  ranged (3d6/19–20, sporting
  blaster riﬂe); SV Fort +4,
  Ref +3, Will +1; FP 1; DSP
  0; Rep +0; Str 12, Dex 15,
  Con 14, Int 10, Wis 13,
  Cha 8. Challenge Code A.
  Equipment:
  Sporting blaster
  riﬂe, vibrodagger,
  camouﬂage gear
  (+2 to Hide checks
  in rocky terrain), 6
  days of food,
  canteen of water.
  Skills: Climb
  +5, Hide +6 (+8 in
  rocky terrain),
  Roll d%
  Encounter
  01–50
  None. The heroes don’t see or hear anything
  unusual during this hour in the wild.
  51–60
  Hazardous terrain. The heroes encounter a patch
  of dangerous terrain, such as quicksand, a thicket
  of poisonous shrubbery, or an unstable hillside. If
  one of the heroes is speciﬁcally looking out for
  such dangers, a successful Survival skill check (DC
  15) allows them to avoid it. Otherwise, they will
  encounter the hazard.
  Adjudicate the danger as appropriate. For exam-
  ple, have heroes make a Dexterity check (DC 15) to
  avoid falling 2d8 meters down an unstable hillside;
  a Swim check (DC 15) to remain aﬂoat in quick-
  sand; or a Fortitude saving throw (DC 12) to avoid
  losing 1 point of Dexterity from poisonous thorns.
  If the heroes aren’t moving this hour, treat as no
  encounter.
  61–63
  Rodian Savrip Hunter. This local hunter is following
  the trail of a Mantellian Savrip, a deadly predator
  unique to this world. Teerik hides on a ledge until he
  determines the heroes’ intent (a Spot check of 18 or
  better allows a hero to notice him). He’s not inter-
  ested in ﬁghting the heroes and ﬂees if attacked. His
  initial attitude is one of indifference, though if
  approached peacefully (and if the heroes shift his atti-
  tude to friendly or better with a Diplomacy check or
  similar action), he gladly tells them what he’s doing
  here and warns them about encountering Savrips in
  the jungle. “Don’t let them grab hold of you, or you’re
  done for,” Teerik warns. He’ll even share some of his
  food if his attitude is changed to helpful.
  64–67
  Twi’lek Bounty Hunter. Gida Luroon was just
  about to leave Ord Mantell when she intercepted a
  transmission regarding Renci Tosh’s escape. Hoping
  to make a few credits, Luroon decided to track her
  down and cash in on the (admittedly small)
  reward put up for her. She has no idea of Renci
  Tosh’s Rebel connections. Gida attempts to sneak
  up on the heroes from behind. Allow each hero a
  Listen check (opposed by Gida’s Move Silently
  check) to hear her from about 12 meters away. If
  the heroes fail, they can’t act during the surprise
  round (during which Gida ﬁres on Renci Tosh with
  her heavy blaster pistol set on stun). She only
  needs to capture Renci Tosh, but she gladly takes
  any heroes she can get, ﬁguring that she can get a
  decent price for capturing those who are “aiding
  and abetting” the prisoner’s escape.
  68–70
  Mantellian Savrip. This fearsome beast is hungry
  and looking for a meal, particularly one that walks
  on two legs. Allow each side Listen checks (DC 15)
  to hear each other. Anyone who fails the check
  can’t act during the surprise round. If the Savrip
  fails its check and the heroes remain quiet and
  hidden, it may pass them by. Compare the result
  of the Savrip’s Spot check to the heroes’ Hide
  checks; if the Savrip’s check is less than the worst
  Hide check, it doesn’t notice them.
  71–00
  Wilderness Noises. Have each hero make a Listen
  check (DC 15). Those who succeed hear noises
  (animals chirping, rocks tumbling, a bird crying over-
  head, or whatever else you want to include). These
  don’t represent a threat, but they serve to keep the
  heroes on their toes (or encourage them to let their
  guard down after a few false alarms).
  
  Listen +6, Knowledge (Ord Mantell) +3, Read/Write Basic,
  Read/Write Rodese, Search +5, Speak Basic, Speak Rodese,
  Spot +6, Survival +5.
  Feats: Track, Weapon Group Proﬁciency (blaster riﬂes,
  primitive weapons, simple weapons, vibro weapons).
  Gida Luroon, Female Twi’lek Scout 2: Init +2 (Dex);
  Defense 14 (+2 Dex, +2 class); Spd 10 m; VP/WP 14/12; Atk
  +0 melee (1d4–1,
  knife) or +3
  ranged (3d8 or
  stun DC 18,
  heavy blaster
  pistol); SQ
  Low-light
  vision, trail-
  blazing; SV
  Fort +4, Ref
  +4, Will +3; FP
  1; DSP 0; Rep
  +0; Str 8, Dex
  15, Con 12,
  Int 13, Wis
  12, Cha 12.
  Equipment:
  Heavy blaster
  pistol, knife, all-temperature cloak, 3 days of food.
  Skills: Climb +3, Gather Information +3, Hide +7, Listen
  +5, Move Silently +7, Read/Write Basic, Read/Write Ryl,
  Search +5, Spot +5, Speak Basic, Speak Lekku, Speak
  Rodian, Speak Ryl, Survival +5.
  Feats: Point Blank Shot, Track, Weapon Group
  Proﬁciency (blaster pistols, blaster riﬂes, simple weapons).
  Mantellian Savrip: Desert predator 4; Init +5 (+1 Dex, +4
  Improved Initiative); Defense 15 (+1 Dex, –1 size, +5 natu-
  ral); Spd 10 m; VP/WP 34/19; Atk +8 melee (2d4+5, 2
  claws), +6 melee (2d6+2,
  bite) or +4 ranged; SQ
  Improved grab, low-light
  vision, +4 species bonus
  on Survival (desert)
  checks; SV Fort +8, Ref
  +5, Will +2; SZ L;
  Face/Reach 2 m by 2
  m/4 m; Str 20, Dex 12,
  Con 19, Int 4, Wis 13,
  Cha 8. Challenge Code C.
  Skills: Climb +9, Hide
  +5, Listen +6, Spot +6,
  Survival +5 (desert only).
  Feats: Improved
  Initiative, Multiattack,
  Power Attack.
  The Crash Site
  Renci Tosh crashed her
  starﬁghter right at the
  edge of the canyon
  maze, where the cliff
  walls give way to a rocky
  area of badlands. When the heroes ﬁnally locate the crash
  site, they discover that Renci’s ship is nowhere to be found.
  Read the following text to the players:
  A Search or Survival skill check (DC 10) discovers drag marks
  leading away from the site (and into the badlands), accompa-
  nied by two huge sets of animal tracks (bantha tracks, which
  can be identiﬁed with a Survival check of 15 or better).
  If the Survival check made to ﬁnd tracks is 20 or better,
  the searcher also ﬁnds four distinct sets of booted
  humanoid tracks left by the raiders who found Tosh’s craft
  and dragged it back to their lair with banthas. A Search
  check cannot ﬁnd these tracks.
  From here, the heroes must follow the trail (Survival
  check, DC 10) to the raiders’ lair. Because of the low DC, the
  heroes can move at full normal speed while following the
  tracks, though the rocky terrain reduces this to three-quar-
  ters normal (3.75 km/h, 2.25 km/h, or 1.5 km/h for speeds
  of 10 meters, 6 meters, or 4 meters respectively). Luckily, the
  lair is only 10 kilometers away.
  If the heroes haven’t yet encountered the bounty hunter
  Gida Luroon, the Twi’lek attacks while they search the site.
  Scene 3: The Sunken Mesa
  Like most planets with extensive wilderness areas, Ord
  Mantell has its share of fringe-dwelling raiders who prey on
  those who wander too far from civilization. A small band of
  these raiders lives inside a collapsed mesa.
  You’ve followed the trail up to the very edge of the
  canyon maze. Beyond the cliff walls stretches a rocky
  landscape, dotted with mesas and ravines. Scorched
  earth and a small impact crater verify that your new
  friend’s ship crashed here, but there is no vehicle to be
  found. Renci Tosh turns to you with a puzzled look on
  her face. “Uhh . . . would you believe it was here when
  I last saw it?”
  RENDEZVOUS AT ORD MANTELL
  006
  
  The mesa itself is 20 meters high, but the entire center of
  the plateau collapsed long ago, forming a stable “ﬂoor”
  within the mesa’s wall. The inner area of the mesa is about
  10 meters above the surrounding terrain, and approximately
  10 meters from the top of the wall. A single rough staircase
  climbs up the eastern wall to the entrance (area 1).
  1. Entrance and Guard Post
  Allow each hero a Spot check (DC 15) to notice the crude
  steps, actually closer to handholds than stairs, cut into the
  cliff wall. A successful Search check (DC 10) will also ﬁnd
  these, though the heroes will almost certainly be seen by
  the guards (see below) as they examine the area.
  Ascending via the steps requires a successful Climb check
  (DC 10), while scaling the cable is DC 15, since it’s too far
  from the cliff to brace against it. The heroes can’t take 10,
  as the approach is guarded by a pair of raiders hidden in a
  niche (labeled 1a on the map) near the top. They can only
  be seen with a successful Spot check (DC 25).
  The guards get a Spot check (DC 10 or opposed by the
  heroes’ Hide checks) to notice the heroes approaching, and
  another Spot check (DC 15 or opposed by the heroes’ Hide
  checks) to notice them climbing the wall. They almost
  certainly see the heroes if they approach in daylight.
  If the guards spot the heroes, they wait until one or more
  begins to climb the cliff, at which point they lean out of
  their hiding place (lowering the DC of the Spot check to
  notice them to 20) and attack, possibly with surprise. They
  get a +2 bonus to attack climbing characters, and climbers
  lose any Dexterity bonus to Defense. Any hit against a
  climbing hero forces another Climb check (DC 10) to avoid
  falling. The hero can’t take 10 on this check.
  The heroes might choose to ascend without using either
  the cable or the handholds. This requires a Climb check (DC
  20) for each round of movement (a hero can climb one-half
  his speed as a full-round action). This can avoid the guards,
  though the guards will show up if ﬁghting breaks out inside
  the mesa later.
  Should combat occur, make a Listen check (DC 20) for the
  raiders inside the mesa each round. Success indicates that they
  hear the ﬁght and move to join the guards, arriving 2 rounds
  later. (Normally, they’d be more alert, but since their leader
  Yarroq is gone, they’re enjoying the opportunity to relax.)
  Raiders (2): Male Human Fringer 1; Init +2 (Dex); Defense
  15 (+2 Dex, +3 class); Spd 10 m; VP/WP 9/13; Atk +2
  melee (1d8+2, spear) or +2 ranged (1d8, bow); SV Fort +3,
  Ref +3, Will +1; FP 0; DSP 0; Rep +0; Str 15, Dex 14, Con
  13, Int 8, Wis 12, Cha 10.
  Equipment: Spear, bow with 10 arrows.
  Skills: Climb +6, Handle Animal +4, Hide +6, Listen +5,
  Ride +6, Spot +5, Survival +5.
  Two banthas graze on scrub brush growing around the
  base of a 20-meter-tall plateau. A makeshift crane with
  cables leading up the side of the mesa is afﬁxed to the
  top of the cliff.
  RENDEZVOUS AT ORD MANTELL
  007
  
  Feats: Alertness, Skill Emphasis (Survival), Weapon Group
  Proﬁciency (primitive weapons, simple weapons).
  2. Makeshift Crane
  The raiders built a ramshackle winch assembly from scrap
  metal and several lengths of cable. After dragging Tosh’s
  spacecraft to the base of the plateau, they hitched the
  banthas to the crane and used pulleys to raise the small
  ﬁghter up and over the mesa wall.
  Despite its jury-rigged nature, the crane is quite stable
  and can easily support the weight of several characters.
  3. Captured Starfighter
  Renci Tosh’s small Z-95 Headhunter sits here underneath a
  tan-colored tarpaulin. The raiders plan to sell it to someone
  in town (in fact, their leader, Yarroq, is trying to ﬁnd a buyer).
  They don’t have the skill to repair the damage done to it.
  Making the craft spaceworthy again requires signiﬁcant
  repair work: three Repair checks (DC 20), each requiring 1d4
  hours of work. (Don’t forget that unless the heroes happen to
  carry starship repair tools with them, they suffer a –5 penalty
  to Repair checks.) These checks may be made simultaneously
  if more than one hero has the Repair skill. Alternatively,
  heroes can cooperate to grant bonuses to the primary charac-
  ter’s Repair skill check (see Cooperation in Chapter Four of
  the Star Wars Roleplaying Game core rulebook).
  The heroes can also make temporary (jury-rigged) repairs,
  which cuts the time in half and reduces the DC by 5;
  however, each time the ship is operated, there is a 10%
  chance that the repairs fail. (In this case, randomly choose
  an important ship system that fails and must be repaired.)
  The ship has also suffered 80 points of hull damage,
  though this need not be repaired for the ship to function.
  4. Supply Depot
  Stacks of boxes, crates, and barrels litter this area, all
  pillaged from travelers, outlying settlements, and garbage
  dumps. An hour of digging through the junk (and a Search
  check against DC 15) turns up one of the following items
  (each time an item is found, cross it off the list and re-roll if
  it comes up again in a later search). Feel free to substitute
  other items of similar value if desired.
  Roll d%
  Item Found
  01–20
  Food, 2d10 kg
  21–50
  Water, 4d10 kg
  51–52
  Spice, 1d4 kg
  53–57
  Energy cells, 1d6
  58–62
  Power packs, 1d4
  63–67
  Blaster pistol, broken*
  68–72
  Slugthrower pistol
  73–77
  Medpac
  78–82
  Electrobinoculars, broken*
  83–87
  Datapads, 1d4, broken*
  88–92
  Macrobinoculars
  93–97
  Tool kit
  98–00
  Glow rod
  * Broken items can be repaired with a Repair check (DC 15) and a few
  minutes of work.
  5. Raiders’ Tents
  Each of these three tents has two crude bunks strewn with
  clothes and miscellaneous personal items (nothing of value).
  The tent in the center has two resting raiders (who may be
  alerted by sounds of combat at area 1). The tents are other-
  wise identical.
  Raiders (2): Male Human Fringer 1; Init +2 (Dex); Defense
  15 (+2 Dex, +3 class); Spd 10 m; VP/WP 9/13; Atk +2
  melee (1d8+2, spear) or +2 ranged (1d8, bow); SV Fort +3,
  Ref +3, Will +1; FP 0; DSP 0; Rep +0; Str 15, Dex 14, Con
  13, Int 8, Wis 12, Cha 10.
  Equipment: Spear, bow with 10 arrows.
  Skills: Climb +6, Handle Animal +4, Hide +6, Listen +5,
  Ride +6, Spot +5, Survival +5.
  Feats: Alertness, Skill Emphasis (Survival), Weapon Group
  Proﬁciency (primitive weapons, simple weapons).
  6. Yarroq’s Tent
  The leader of the raiders is a Trandoshan named Yarroq. His
  brash conﬁdence and physical power allow him to maintain
  control over the unruly group of thugs and fringers.
  Yarroq’s tent is twice as big as those of the other raiders,
  though it’s just as free of amenities as theirs. A successful
  Search check (DC 15) turns up an extra blaster power pack
  in his footlocker.
  Yarroq is currently visiting The Junkyard, trying to sell
  Renci Tosh’s Z-95 Headhunter, though he returns while the
  heroes investigate the mesa (see below).
  Scene 4: The Leader Returns
  At some point during the heroes’ repair work on the Z-95
  Headhunter, Yarroq returns to the mesa. This can happen at
  any point you deem appropriate to the story.
  Assuming that the heroes encountered and defeated the
  guards at area 1, Yarroq immediately suspects a problem
  when he notices that the guards are gone. He and the pair
  of raiders accompanying him approach quietly looking for
  intruders or thieves.
  Yarroq and his raiders ﬁght bravely, though he ﬂees if
  things go too badly. He happily accepts offers of surrender
  from the heroes, ﬁguring he can ransom them to friends or
  relatives in town.
  Yarroq: Male Trandoshan Scoundrel 3; Init +5 (+1 Dex, +4
  Improved Initiative); Defense 15 (+1 Dex, +1 natural, +3
  class); Spd 10 m; VP/WP 17/11; Atk +4 melee (1d3+2,
  unarmed) or +3 ranged (3d8,
  heavy blaster pistol) or +3
  ranged (stun DC 15/12, stun
  grenade); SQ Illicit barter,
  lucky (1/day), precise attack
  +1, darkvision (20 m); SV
  Fort +1, Ref +4, Will +0;
  FP 2; DSP 1; Rep +1;
  Str 14, Dex 12, Con
  11, Int 15, Wis 8, Cha
  10. Challenge Code B.
  Equipment: Heavy
  blaster pistol, 2 stun
  grenades, credstick
  (5,000 credits).
  Skills: Bluff +6,
  Climb +5, Hide +7,
  RENDEZVOUS AT ORD MANTELL
  008
  
  RENDEZVOUS AT ORD MANTELL
  009
  Knowledge (Ord Mantell) +8, Listen +5, Move Silently +7,
  Read/Write Basic, Read/Write Dosh, Sense Motive +2, Speak
  Basic, Speak Dosh, Spot +5, Survival +2, Tumble +7.
  Feats: Improved Initiative, Quickness, Weapon Group
  Proﬁciency (blaster pistols, simple weapons).
  Raiders (2): Male Human Fringer 1; Init +2 (Dex); Defense
  15 (+2 Dex, +3 class); Spd 10 m; VP/WP 9/13; Atk +2
  melee (1d8+2, spear) or +2 ranged (1d8, bow); SV Fort +3,
  Ref +3, Will +1; FP 0; DSP 0; Rep +0; Str 15, Dex 14, Con
  13, Int 8, Wis 12, Cha 10.
  Equipment: Spear, bow with 10 arrows.
  Skills: Climb +6, Handle Animal +4, Hide +6, Listen +5,
  Ride +6, Spot +5, Survival +5.
  Feats: Alertness, Skill Emphasis (Survival), Weapon Group
  Proﬁciency (primitive weapons, simple weapons).
  Aftermath
  Once the heroes complete the repairs to Renci Tosh’s
  starﬁghter and defeat Yarroq and his raiders, Renci prepares
  to leave Ord Mantell. After retrieving a hidden credstick
  from her starﬁghter, she transfers the agreed-upon sum of
  credits to each hero. Assuming the heroes have made a
  good impression (both in competence and opinions of the
  Empire and Rebellion), she also admits to them her afﬁlia-
  tion with the Rebellion and asks whether they would be
  interested in helping again in the future. Read the following
  text to the players:
  This represents a prime opportunity for the heroes to
  get involved with the Rebellion. Of course, the precise
  ramiﬁcations of the heroes’ decision rests with you, the
  Gamemaster. Renci Tosh can certainly introduce the
  heroes to some minor Rebellion leaders (for instance, she
  doesn’t know Princess Leia, Mon Mothma, or other top-
  ranked Rebels); with her good word, the heroes should get
  a good reception. From that point, the Rebellion can
  supply the heroes with missions (striking against Imperial
  bases, rescuing Rebel prisoners, aiding enslaved peoples,
  and so on).
  Alternately, the heroes might choose to maintain their
  independence for now. That’s ﬁne, too. If they change their
  mind later, you can devise another adventure to bring them
  into contact with Renci or another Rebel.
  Experience
  Each surviving hero receives an equal share of the 2,000 XP
  award for this adventure. If any of the heroes’ actions were
  particularly heroic, feel free to award Force Points at your
  discretion.
  “You handled yourselves pretty well in the last few
  days. I must admit, I wasn’t completely honest with you.
  In addition to being an explorer, I also occasionally recruit
  help for some friends of mine who are always looking for
  new blood. Maybe you’ve heard of the Rebellion?
  “We’re still fairly secretive and quiet, but we’re growing
  in power every day. Anyway, if you’re interested in ﬁghting
  against the Empire, I can introduce you to some inﬂuential
  people who can point you in the right direction.
  “So, what do you say? Want to help us restore free-
  dom to the galaxy?”
  With your repairs to Renci Tosh’s Z-95 complete and
  the reward fully paid, Renci says her farewells. As she
  makes ﬁnal preparations for departure, she turns
  toward you.
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 01-02) - Rendezvous at Ord Mantell.pdf