TEXT: 1
  A NIFHT AT TOSCHE STATION
  A Star Wars adventure game scenario set in the Rebellion era!
  For use with the Secrets of Tatooine campaign pack
  B Y  J D  W I K E R
  I L L U S T R A T E D  B Y  A D A M  H U G H E S
  long time ago, in a galaxy far, far
  away, an alliance of freedom-loving
  peoples challenged the tyrannical rule
  of the evil Emperor in an attempt to
  restore justice to the galaxy.The Rebel
  Alliance frequently relied upon smugglers
  and scoundrels of every sort to deliver the
  arms and equipment they needed to fight
  the Empire. Even though they met their
  contacts in secret, far-flung locations,
  these meetings were some of the most
  harrowing moments for the Rebels.They
  could be betrayed by their contacts, or
  found out by spies—or simply stumble
  into an Imperial patrol.
  To play this adventure,you need a copy of
  the Star Wars:Invasion of Theed Adventure
  Game.You don’t need to have played the
  adventures in Invasion of Theed—you just
  need the rulebook,dice,maps,hero sheets,
  and the punch-out counters, to represent
  the heroes and villains in this adventure.
  (You can also use action figures.) Note:Since
  the heroes in this adventure live during the
  Rebellion Era,you should modify the back-
  ground information on the hero sheets
  from the adventure game as needed.
  Before you begin play, choose who will
  be the Gamemaster—the person who pres-
  ents the adventure to the players.The
  material in this adventure is for the
  Gamemaster only. It explains all the details
  about the situations the heroes face and
  the opponents they must overcome.
  If a question comes up that isn’t covered
  in the rules or the adventure text, just
  make your own decision about it and con-
  tinue.The trick is to have fun, not to get
  bogged down in the rules. Keep the adven-
  ture moving, be fair, and enjoy yourselves.
  Setting
  The heroes are all Rebel operatives who
  have come to Tatooine to purchase blasters
  for the Alliance.To limit the chance of
  being spotted by Imperials, the exchange is
  set for just outside the comparatively small
  spaceport of Anchorhead, near the isolated
  Tosche Station.Tosche Station, a combina-
  tion mechanic’s garage and lounge, is a
  renowned hangout for local youth.The
  heroes have a credit chip—with 60,000
  credits on it—and a small landing beacon.
  When they get the comlink signal from the
  smuggler’s ship telling them he is entering
  Tatooine’s atmosphere, they are to set up
  the beacon.
  Unfortunately, things go just a bit awry
  when the worst sandstorm in more than a
  decade hits Anchorhead, and the heroes
  are trapped inside Tosche Station—with a
  stormtrooper patrol.
  In this adventure,the heroes must use
  guile and cunning to avoid the suspicions of
  the Imperial stormtroopers as they make
  their way to their rendezvous.The
  stormtroopers have only come to Tosche Sta-
  tion to get out of the fierce winds and blow-
  ing sands—they aren’t particularly looking
  for any Rebels.But some of the others wait-
  A
  Additional Credits
  » Editing and Web Production:
  Sue Weinlein Cook
  » Web Development:
  Thom Beckman
  » Cartography:
  Todd Gamble
  » Art Direction:
  Sean Glenn
  » Graphic Design:
  Kyle Hunter
  » Lucas Licensing:
  Leland Chee
  » Creative Director:
  Thomas M. Reid
  A Night at Tosche Station
  W E B  E X C L U S I V E !
  
  A NIGHT AT TOSCHE STATION   2
  ing out the storm have their own agendas,
  and may get the heroes into trouble.
  If you downloaded last month’s miniad-
  venture,The Storm’s Edge,you can link it to
  this adventure with just a little work.Operate
  under the assumption that the sandstorm in
  this scenario is the same one that hits at the
  climax of The Storm’s Edge.Set the previous
  adventure near the town of Anchorhead;the
  heroes can seek shelter and rest in Tosche
  Station following their exploits.
  Read this whole adventure to yourself
  before presenting it to the players.When
  you’re ready to start play, begin with “Play-
  ers’Introduction,”below. Don’t read any-
  thing out loud to the players except the
  boxed text in the various encounter descrip-
  tions. Everything else is only for you.
  Gamemaster’s Secret Information
  Unfortunately,fate is conspiring against the
  heroes.Their smuggler contact,a Duro
  named Hagk Baht,has run afoul of an Impe-
  rial customs ship. Hagk Baht managed to
  lose the pursuit,but at the cost of flying into
  the storm. As the heroes are dealing with
  the stormtroopers,Hagk Baht’s ship, the
  Singing Savrip,is suffering from damaged
  stabilizers and failing repulsorlift engines. In
  short,it’s about to crash land in the desert a
  short distance from Tosche Station.
  Meanwhile, a hard-headed local moisture
  farmer named Old Ezrim has gotten the
  idea that the heroes are spice smugglers
  (he’s sure the sack with their beacon holds
  illegal spice). His suspicions are further con-
  firmed when another person waiting out
  the storm—a Pacithhip spice dealer named
  Erkwil—strikes up a conversation with the
  heroes. Erkwil, in fact, is trying to get the
  heroes to take possession of a small stash
  of spice he has on him, so the stormtroopers
  don’t arrest him.
  Adding to the confusion is the fact that
  another of the locals sheltering in the lounge
  is a wanted criminal,a walrus-faced Aqualish
  swoop gang member named Membe,who is
  growing more and more nervous the longer
  the stormtroopers hang around.To make
  matters worse,Membe doesn’t understand
  or speak Basic,so he has no idea what is
  being said;he only knows that if the
  stormtroopers suddenly start paying atten-
  tion to him,it can’t be a good thing—and
  he’d prefer to die fighting,rather than be
  sent back to the spice mines of Kessel.
  Finally—as if all that wasn’t enough—
  three Jawas boldly work their way through
  the station, trying to buy and sell whatever
  is on hand, constantly poking their noses
  into everyone’s business. If the heroes aren’t
  careful, the Jawas discover their landing
  beacon, drawing everyone’s attention to it.
  This adventure involves considerably
  more roleplaying than many adventure
  game scenarios, as the heroes try to allay
  suspicions and quietly bide their time until
  they hear from Hagk Baht. If a fight breaks
  out, things could quickly turn ugly, as the
  stormtroopers are formidable foes and
  won’t hesitate to kill anyone who draws a
  weapon. See “Running a Fight”below for
  more information on what provokes the
  stormtroopers to act, and how they respond
  when they do act.
  Players’ Introduction
  When you’ve read the adventure to yourself
  and are ready to start playing, read this
  boxed introduction out loud to the other
  players. It lets them know what is happen-
  ing around their characters and gives them
  enough information to decide what they
  want their heroes to do next.
  Set-Up
  For this encounter, you will need a map-
  sheet and these tokens from the Star Wars
  Invasion of Theed Adventure Game: seven
  walls, two doors, three speeders, one
  Naboo pilot, three pirates, three mercs,
  four Naboo citizens, three thugs, an R2
  droid, and a token to represent each hero.
  (Naboo tokens stand in for Tatooine char-
  acters in this adventure.) In addition, you
  will need to download from this adven-
  ture’s web page the file containing extra
  tokens. Print the file, then cut out the
  three Jawa tokens.
  Map 1 on the next page shows the start-
  ing positions for all these tokens. Place the
  Wall tokens on the mapsheet to outline the
  interior of Tosche Station. Put the other
  tokens on the mapsheet to show where
  everyone is standing when the heroes come
  in.The characters are:
  •
  Verzon Tennd (“Naboo”Pilot)
  •
  Deenine (his R2 Droid)
  •
  Erkwil the Pacithhip (Thug 3)
  •
  Membe (Merc 2)
  •
  The Fixer (Pirate 1)
  •
  Assorted patrons (Merc 1, Pirates 2 and 3,
  “Naboo”Citizens 1 through 4, and Thugs
  1 through 3) 
  •
  Old Ezrim (Merc 3)
  •
  Three Jawas (downloadable tokens)
  When you have set up the map, allow the
  players to put the tokens representing their
  characters on it in the indicated area(see
  Map 1).This area lies just inside the door to
  the lounge.
  Running a Fight
  At some point in these encounters, some-
  body may throw a punch, pull a blaster, or
  otherwise precipitate a good old-fashioned
  donnybrook.This section explains how
  everyone in the lounge reacts to such an
  occurrence. Resolve everyone’s actions in
  initiative order—including Verzon Tennd,
  Deenine, Erkwil, Membe, the Fixer, the citi-
  zens, and the Jawas.
  Hero Attacks: Heroes using ranged
  weapons can attack only from a distance;
  they must have at least once clear space
  between themselves and all opponents, or
  they are forced to fight with melee
  weapons. A hero with a melee weapon
  must move next to his opponent to attack.
  With typical Rebel luck, you’ve
  arranged your rendezvous with Hagk
  Baht, the smuggler-captain of the
  Singing Savrip, for the very same night
  that Anchorhead experiences its worst
  sandstorm in more than a decade.
  Unable to endure any longer the biting
  sting of sand blown about at speeds of
  more than 50 kilometers per hour,
  you’ve been forced to seek shelter.The
  nearest building is the venerable
  Tosche Station—a combination
  speeder repair shop and seedy dive
  where the local youth hang out.
  As you pile through the door into
  the dimly-lit interior, you can see that
  you weren’t the only ones to think of
  this idea.The lounge is crowded with
  several locals, including Humans, an
  Ishi Tib, a Pacithhip, a Klatooinian, an
  Aqualish, a Nikto, and a handful of
  Jawas. As one of the Humans shouts,
  “Close the door, y’blasted idiots!”the
  Jawas scurry toward you, jabbering
  excitedly and reaching for your gear.
  
  3
  A NIGHT AT TOSCHE STATION
  
  A NIGHT AT TOSCHE STATION   4
  If a hero’s attack roll result is equal to or
  better than his opponent’s Defense, the
  attack hits.The player then rolls the dam-
  age dice for the weapon the hero is using,
  and you subtract the result from the thug’s
  Wound Points. If the target has Vitality
  Points, the damage comes off the Vitality
  Point total first.When a target runs out of
  Vitality Points, any damage he or she suffers
  goes directly to wounds. Combatants who
  run out of Wound Points fall unconscious.
  Citizens: In case of a fight, the ordinary
  citizens—the tokens labeled Naboo Citizen
  1 to 4, Merc 1, Merc 3, Pirates 2 and 3, and
  Thugs 1 through 3 all seek safety in the
  garage. If the exit to the garage is blocked,
  they duck behind whatever cover is avail-
  able in the lounge.
  Verzon Tennd: The pilot (Naboo Pilot 1)
  pitches in if it looks like the heroes need res-
  cuing.Tennd uses a blaster pistol, while his
  droid simply tries to back him up (not being
  programmed to fight).
  Fixer: Fixer (Pirate 1) is the proprietor of
  the garage. He is strongly anti-Empire, but
  not suicidally so. Unless a stormtrooper is
  about to kill one of the heroes, he doesn’t
  want to get involved. If he sees a hero in
  trouble, he produces a blaster rifle from
  under the counter and risks his life to strike
  a blow for freedom!
  Membe:Membe the swoop gang member
  (Merc 2) is extremely edgy already,and he
  gets even more tense when the stormtroop-
  ers show up in Encounter 2.If a fight breaks
  out,Membe draws his heavy blaster pistol
  and starts shooting at anyone who so much
  as directs a weapon in his vicinity.He starts
  with stormtroopers,but also shoots at any-
  one carrying a weapon,once the stormtroop-
  ers have been subdued.Membe isn’t rational
  right now,so he can’t be relied upon to help
  except by pure coincidence.
  Jawas:Like all of their kind, these three
  Jawas are tremendous cowards. Once a fight
  starts, they run for cover,and stay there.
  Stormtroopers: The stormtroopers, who
  enter in Encounter 2, simply stand where
  they are and shoot anyone who looks
  threatening. Unfortunately, Imperial
  stormtroopers have a different definition of
  “threatening”than most people do: It starts
  with anyone holding a weapon of any kind,
  then goes on to include anyone who isn’t
  actively seeking shelter, followed by anyone
  stupid enough to object to their actions.
  The stormtroopers change positions only to
  get a better angle on a target.
  Outcome: If the heroes fight the
  stormtroopers and win, they are free to
  depart. Because of the sandstorm, the
  stormtroopers haven’t been able to report
  their position, and the local Imperial garri-
  son won’t be searching for them here. If the
  heroes lose, though, they’ll awaken in the
  Mos Eisley lockup, waiting to be interro-
  gated.The adventure is over for them,
  unless the GM wants to set up and play out
  a jailbreak scenario—but they will have
  missed their rendezvous.
  Scene 1: Introductions
  Each of the people in the Tosche Station
  lounge has a different reaction to the
  heroes’entrance.
  Fixer, Human Mechanic
  Fixer asks if the heroes would like some ale,
  but otherwise doesn’t initiate any conversa-
  tions. He has no problem with jumping in
  on other conversations, though.
  Level: 1; Initiative 12;Vitality Points: 0;
  Wound Points: 9; Speed 5 spaces; Defense
  13; Attack: 1d20+2 (blaster rifle); Damage
  3d8 (blaster rifle); Saves: Fortitude 1d20+1,
  Reflex 1d20+1;Will 1d20+0; General Skills:
  Computer Use (1d20+4), Repair (1d20+4).
  Erkwil, Pacithhip Spice Dealer
  Erkwil greets the heroes and asks them if
  they’re friends of “T’landa.”He is sounding
  out whether they are potential customers
  for the spice he’s carrying.The heroes don’t
  know who he’s talking about, which clues
  him in to clam up.
  Level: 1; Initiative 8;Vitality Points: 0;
  Wound Points: 8; Speed 5 spaces; Defense
  12; Attack: 1d20+0 (unarmed); Damage 1d3
  (unarmed); Saves: Fortitude 1d20+0, Reflex
  1d20+2;Will 1d20+0; General Skills: Hide
  (1d20+4), Spot (1d20+4).
  Membe, Aqualish Felon
  Membe keeps to himself at the back of the
  lounge. If spoken to directly, he grunts in his
  own language to be left alone. If anyone
  presses him too much, he becomes violent.
  Level: 2; Initiative: 10;Vitality Points: 10;
  Wound Points: 10; Speed: 5 spaces; Defense:
  14; Attack: 1d20+2 (heavy blaster); Damage:
  3d8 (heavy blaster); Saves: Fortitude 1d20+3,
  Reflex 1d20+1,Will 1d20+0; General Skills:
  Intimidate (1d20+4), Pilot (1d20+4), Spot
  (1d20+4).
  Verzon Tennd, Freighter Pilot
  Verzon Tennd isn’t looking for trouble and
  so does not speak to the heroes unless they
  speak to him. Even then he is cordial but not
  particularly talkative.
  Level: 2; Initiative 12;Vitality Points: 10;
  Wound Points: 8; Speed: 5 spaces; Defense
  14; Attack: 1d20+2 (blaster pistol); Damage
  3d6 (blaster pistol); Saves: Fortitude 1d20+2,
  Reflex 1d20+2;Will 1d20+2; General Skills:
  Computer Use (1d20+5), Pilot (1d20+5).
  Deenine—Astromech Droid
  Verzon Tennd’s R2 unit sticks close to his
  master and occasionally tootles at the
  freighter pilot, but otherwise doesn’t inter-
  act with anyone.
  Level: N/A; Initiative: 10;Vitality Points: 0;
  Wound Points: 8; Speed: 3 spaces; Defense:
  11; Attack: 1d20 (arc welder); Damage: 1d6
  (arc welder); Saves: Fortitude 1d20+2, Reflex
  1d20+0,Will 1d20+1; General Skills: Com-
  puter Use (1d20+2), Disable Device (1d20+4),
  Listen (1d20+2), Repair (1d20+4), Search
  1d20+2).
  Tatooine Citizens
  The citizens—with the exception of Old
  Ezrim—just keep to themselves,though they
  don’t avoid conversations directed at them.
  Level: 1; Initiative 8;Vitality Points: 0;
  Wound Points: 6; Speed 5 spaces; Defense
  10; Attack: 1d20+0 (unarmed); Damage 1d3
  (unarmed); Saves: Fortitude 1d20+1, Reflex
  1d20+0;Will 1d20+1; General Skills: Com-
  puter Use (1d20+2), Listen (1d20+2).
  Jawas 
  The Jawas approach the heroes immedi-
  ately and by gestures indicate that they are
  interested in trading.They are particularly
  interested in the heroes’weapons, special
  electronic equipment, any droids, and the
  contents of their sack (which holds the
  landing beacon).They only leave the heroes
  alone if the heroes chase them away. After-
  ward, they wander about at random, pester-
  ing anyone who lets them.
  Level: 1; Initiative: 15;Vitality Points: 0;
  Wound Points: 10; Speed: 5 spaces; Defense:
  
  5
  A NIGHT AT TOSCHE STATION
  14; Attack 1d20+1 (punch); Damage: 1d3–2
  (punch); Saves: Fortitude 1d20 +1, Reflex
  1d20+2,Will 1d20–2; General Skills: Listen
  (1d20+4), Search (1d20+4).
  Scene 2: Sandtroopers
  Give the heroes a few minutes to interact
  with the locals and absorb the atmosphere
  in the Tosche Station lounge, then read the
  following boxed text aloud to them:
  Set-Up
  Now cut out the four stormtrooper tokens
  from the file you downloaded earlier and
  place them on the mapsheet as shown on
  Map 2 on the next page. If the heroes or
  any of the locals have moved from their
  original positions into a square where a
  stormtrooper is marked, assume the
  stormtroopers order that person to take a
  seat elsewhere. (If a hero objects, a fight
  may break out!) The only other people who
  move are Membe, who slides further into
  the shadows at the back of the lounge, and
  Erkwil, who moves closer to the heroes.
  Imperial Stormtroopers
  The game statistics for the four stormtroop-
  ers are presented here. Because stormtroop-
  ers are fearless and fanatically loyal to the
  Emperor, the Diplomacy and Intimidate
  skills have no effect on them—though Bluff
  and Affect Mind can still work, which may
  just get the heroes out of this situation
  without a shot being fired.
  Level: 3; Initiative: 10; Vitality Points: 0;
  Wound Points: 10; Speed: 5 spaces;
  Defense: 16; Attack: 1d20+3 (blaster rifle);
  Damage: 3d8 (blaster rifle); Saves: Forti-
  tude 1d20+3, Reflex 1d20+1, Will 1d20+1;
  General Skills: Climb (1d20+3), Intimidate
  (1d20+4), Spot (1d20+2).
  The heroes are still free to talk among
  themselves or even to the stormtroopers,
  though the stormtroopers are even less
  talkative than Membe. The stormtroopers
  react aggressively to any sign of threat,
  crime, or sedition, moving to subdue the
  culprit. Otherwise, they stand stoically
  where they are, waiting for the wind to
  die down.
  Erkwil takes this opportunity to strike
  up a conversation with the heroes, hop-
  ing to distract them while he drops his
  small supply of illegal spice on them. Erk-
  wil makes a Hide check, opposed by the
  heroes’ Spot check, to plant something on
  them without being caught. No one else
  is paying close enough attention to
  notice.
  Old Ezrim, meanwhile, emboldened by
  the presence of the stormtroopers, grills
  the heroes. He loudly points out that he
  doesn’t know them, and hasn’t seen them
  around before—and what were they
  doing out on a night like this? He asks
  them about what they’ve got in their
  satchel (the landing beacon—though he
  thinks it’s spice), why they are talking
  with a known ex-convict (Erkwil), and
  where did they get their weapons—were
  they in a fight before the stormtroopers
  arrived?
  While the stormtroopers don’t join in
  with Ezrim’s questioning, they are listen-
  ing. So, if the heroes make an obvious
  blunder (“We’re not smugglers—we’re
  Rebels!”), the troopers take action.
  Scene 3: The Distress Call
  Once Old Ezrim really starts arguing with
  the heroes, pause the action to read the
  following aloud:
  The stormtroopers won’t accept anything
  less than the heroes’ unconditional sur-
  render. Assuming the heroes don’t simply
  give up, go to “Running a Fight.”
  The End!
  Assuming the heroes manage to defeat
  the stormtroopers (and possibly Membe
  as well), they can leave Tosche Station as
  soon as the storm lets up (another hour),
  and they’re more or less home free. But if
  the heroes were overcome by the
  stormtroopers, they wake up in detention
  cells in Mos Eisley.
  If they go to investigate the crash site
  of the Singing Savrip, they find Hagk Baht
  dead, but his cargo intact. They might feel
  bad about it, but they can secure 10 cases
  of blaster rifles (five rifles each) for the
  Rebellion without having to pay for them.
  Experience
  If the heroes defeat the stormtroopers
  and escape, the group receives a total of
  3,000 XP. Divide this amount by the num-
  ber of heroes involved, giving each one an
  equal share. If the heroes were captured,
  they gain no XP for this adventure.
  About the Author 
  JD Wiker joined Wizards’ roleplaying
  games division from the Customer Service
  team. Since 1998 he has worked on the
  Alternity® Star*Drive® and Dark•Mat-
  ter® settings, Diablo II for Dungeons &
  Dragons®, and two Star Wars RPG prod-
  ucts. He is invisible to those people with
  high intellects.
  The door suddenly slides open once
  more, and a huge swirl of sand fills the
  room. Four dusty, hulking figures enter.
  Old Ezrim shouts,“Close the …”but
  abruptly stops as he, and everyone else,
  realizes that these four new visitors are
  stormtroopers, the Empire’s brutal thugs,
  armed with deadly blaster rifles.
  The stormtroopers look around at the
  assembled citizens, then one of them
  says,“We’re waiting in here until the
  storm passes. Everyone stay where you
  are and keep your hands where we can
  see them.”
  The stormtroopers take up positions
  around the room, where they can clearly
  see everyone in the lounge and each
  other.
  ers are out! I can’t make the ren-
  dezvous! I don’t even know if I can land
  this thing! I think I’m near Anchorhead,
  but I’m in the middle of a sandstorm
  and I can’t see a—“
  The transmission abruptly cuts off,
  and from somewhere outside, everyone
  hears a distant WHUMP! as some-
  thing—presumably the Singing
  Savrip—suddenly slams into the
  Tatooine landscape.
  “I knew it!” Old Ezrim gleefully cries
  in the ensuing silence.“You are smug-
  glers! Troopers, arrest them!”
  The stormtroopers level their blaster
  rifles at you.
  Suddenly, a muffled speaker crackles to
  life, and to your horror, you realize it’s
  your comlink! “Emergency! This is the
  Singing Savrip! I’ve been attacked by an
  Imperial customs ship, and my stabiliz-
  
  A NIGHT AT TOSCHE STATION   6
  
  7
  A NIGHT AT TOSCHE STATION
  Copyright and Legal Notice
  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.
  U.S., CANADA
  EUROPEAN HEADQUARTERS
  ASIA, PACIFIC, & LATIN AMERICA
  Wizards of the Coast, Belgium
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  P.B. 2031
  P.O. Box 707
  2600 Berchem
  Renton,WA 98057-0707
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  Questions? 1-800-324-6496
  +32-70-23-32-77
  ©2001 Lucasfilm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
  Dungeons & Dragons, Alternity, Star*Drive, Dark•Matter, 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.
  www.wizards.com/starwars
  www.starwars.com
  
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