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  1
  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  It is a hive of scum and villainy. In the ﬂoating city of
  Tolea Biqua, everyone has a price and everything is for sale.
  The information vendor and scavenger Ginder the Bimm
  has a particularly juicy item available for sale, and an
  increasing desire to unload it. A number of factions of the
  Cularin system are interested in the item, but not all of
  them want to pay the price . . .
  Head Trip is an adventure for the Star Wars Roleplaying
  Game designed for four to six 5th-level characters. The
  heroes are offered an item that several other groups want as
  well—groups that won’t take “no” for an answer. Head Trip
  is set on Genarius, a gas giant in the Cularin system, in the
  Rise of the Empire era. With slight modiﬁcations, it may be
  adapted easily for other locations and eras. The LIVING FORCE
  Campaign Guide will enhance your enjoyment of the adven-
  ture but is not required for play.
  Note that while Head Trip takes place in the setting
  established in the Living Force Campaign Guide, the events,
  places, and individuals in this adventure don’t come from
  the RPGA’s ongoing Living Force Campaign. The Cularin
  system holds a wealth of possibilities for exciting adven-
  tures, and Gamemasters shouldn’t feel constrained by the
  Living Force Campaign when designing their own home
  games. Head Trip is an example of how to put your own
  spin on the setting.
  Background
  Ginder (pronounced with a hard “G”) the Bimm, a native of
  Tolea Biqua, has acquired the old and battered head of a
  protocol droid, L8O-RC. Ginder has discovered that the
  droid once worked for a former crimelord of the Cularin
  system, Riboga the Hutt, and he ﬁgures that it might still
  have information in its memory chips that could prove
  useful. Ginder’s tried to sell the head, but he’s succeeded
  only in attracting the attention of two rival groups: soldiers
  CONTROL YOUR DESTINY
  Head Trip
  A Star Wars Roleplaying Game Adventure
  By Jeff Grubb
  ADDITIONAL CREDITS
  EDITING: RAY AND VAL
  VALLESE
  WEB PRODUCTION: SUE COOK
  WEB DEVELOPMENT: THOM BECKMAN
  GRAPHIC DESIGN: SEAN GLENN
  FOR LUCAS LICENSING: LELAND CHEE
  THIS D20 SYSTEM GAME USES
  MECHANICS DEVELOPED FOR
  THE NEW DUNGEONS & DRAGONS
  GAME DESIGNED BY JONATHAN
  TWEET, MONTE COOK, SKIP 
  WILLIAMS, RICHARD BAKER,
  AND PETER ADKISON.
  DUNGEONS & DRAGONS , FORGOTTEN REALMS, DRAGONLANCE, and MAGIC:
  THE GATHERING 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 unau-
  thorized use of the material or artwork herein is prohibited with-
  out 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.
  ©2001 Lucasﬁlm Ltd. & ™. All rights reserved. Used under
  authorization by Wizards of the Coast, Inc.
  Visit www.wizards.com/starwars
  Ofﬁcial Star Wars Web Site www.starwars.com
  ©
  
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  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  answering to scheming Colonel Jir Tramsig, and thugs who
  want the head to help them get in good stead with the
  current crimelord of the Cularin system, the mysterious alien
  Nirama.
  Unbeknownst to Ginder, a third group has taken interest
  in the head. Droids from Uffel, a poisonous moon of
  Genarius, have their own reasons to ensure that no one tries
  to beneﬁt from the information still in L8O-RC’s head.
  What’s more, they also have the means to prevent it from
  falling into anyone’s hands.
  Getting the Heroes Involved
  The heroes are operating in the Cularin system when one of
  them gets a message from Ginder the Bimm. Ginder’s
  known to be a general scavenger and information broker
  who’s been right more often than he’s been wrong.
  (Another way to involve the heroes is to say that Ginder’s
  family and the character’s family go way back, with mutual
  favors owed on both sides).
  Heroes who work for larger organizations, such as the
  Republic or the Jedi Council, will have to take time off from
  their other duties in order to respond to Ginder’s message,
  which sounds extremely urgent. Therefore, Gamemasters
  should run Head Trip in periods between major epics for the
  heroes, or when they otherwise have a little “down time.”
  Repair, Computer Use, Disable Device and Demolition
  skills are useful for this adventure. They’re not required, but
  the lack of these skills might limit the heroes’ options.
  Similarly, it’s a good idea if the heroes have their own ship,
  but again, it’s not a necessity.
  About Ginder the Bimm
  There are two types of Bimms. The ﬁrst is a relatively short
  humanoid, while the second is also short but more
  mammalian in nature. Ginder is of the latter type. He stands
  around 1 meter high and is covered with tan fur, with an
  elongated muzzle, small dark eyes, and long, ﬂoppy ears. On
  each hand, he has three ﬁngers and an opposable thumb.
  When the heroes meet him, Ginder will be wearing yellow
  trousers and a jacket of the same shade — yellow is a
  favorite color of Bimms.
  In general, both types of Bimms are noted for their
  friendliness, hospitality, and cheerfulness. They’re also
  known as a species that loves to haggle and make deals.
  Often, Bimms are diplomats, merchants, or scoundrels, and
  should they accumulate sufﬁcient funds in their adventures,
  they retire as nobles. Their home planet is Bimmisaari.
  The message from Ginder is urgent, imploring the hero to
  come at once to a cantina in Tolea Biqua known as the
  Falling Rodian. The Bimm will wait there every afternoon
  for as long as he’s able. It seems that he’s found something
  he feels is dangerous to hang on to, and he wants to put it
  in the hands of “someone who can take care of it.” The idea
  of a Bimm parting with anything without at least an hour
  of haggling is a surprise to the hero involved and under-
  scores the seriousness of Ginder’s situation.
  About Tolea Biqua
  Tolea Biqua is one of a number of ﬂoating cloud cities
  within the gas giant Genarius. It’s a disorganized mass of
  building styles and garish lights, a testament to bad taste
  and worse design choices. Once the home base of the
  crimelord Riboga the Hutt, the city still caters to the vices
  of its inhabitants and visitors, and it lays claim to the dubi-
  ous honor of having more bars than any other location in
  the Cularin system. It’s a wild, brawling place, where ﬁghts
  are commonplace, deals are struck in the shadows, and no
  one speaks of what they see.
  The heroes arrive at Tolea Biqua either via their own ship
  or by taking passage on another vessel without incident. A
  few credits to a tipster at the spaceport yields (relatively)
  accurate directions to the Falling Rodian. If any of the
  heroes ask, they ﬁnd out that the Falling Rodian is not the
  worst bar on Tolea Biqua nor the best, but it is favored by
  aliens and has frequent brawls. The adventurers should be
  careful.
  Scene 1: Ginder’s Story
  Read the following aloud to the players:
  The name of the bar commemorates some now-forgotten
  event, as the cantina has changed hands a dozen times
  since it ﬁrst opened. After reading the signs, the heroes
  might decide to leave their droids (if any) outside and
  conceal whatever weapons they might be carrying. However,
  if they do enter the bar with either droids or visible
  weapons, no one tries to stop them—and a quick look
  around will show that just about everyone else in the
  cantina is armed.
  Once the heroes enter the building, read them the follow-
  ing:
  To generate a unique set of small encounters in the
  Falling Rodian, use the instant cantina generator available
  at our website (www.wizards.com/starwars). Unless you
  decide otherwise, the bartender is an old Human who gives
  the heroes the once-over if they order drinks (and harangues
  them from the bar if they don’t). The bartender’s name is
  Norben, and he knows Ginder. If asked, Norben says that
  the Bimm has been here every afternoon for a while now,
  waiting for something or somebody. The barkeep remarks
  that Ginder struck him as being more nervous than usual.
  Later in the adventure, a ﬁght will break out. Norben’s
  statistics are given below in case the heroes involve him in
  The name of the cantina is the Falling Rodian, and the
  sign over the door shows a panicked member of that
  species toppling off a cloud city railing. Beneath it are
  signs posted in basic and in pictographs stating that no
  droids or blasters are allowed inside.
  You see a typical cantina crowd in the room — a variety of
  Humans and aliens imbibing all manner of substances.
  There are oddly colored ales and strange infusions, smol-
  dering braziers and hokkums of glitterstim. The Falling
  Rodian apparently caters to a wide variety of tastes. As
  you come in, a few of the patrons look up at you, then
  slowly turn back to their various drinks. There’s no sign of
  Ginder the Bimm.
  
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  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  some manner with the brawl. However, if left to his own
  devices, Norben will dive for the ﬂoor when the ﬁghting
  begins and not surface until the dust has settled. Similarly,
  the various barﬂies in the Falling Rodian will not directly
  battle the heroes, though some of them might be attacked
  inadvertently. At any time, a dozen or so patrons mill about
  the cantina, not including the heroes and the thugs who
  arrive in Scene 3.
  Norben, Barkeep: Commoner 1; Init +1; Defense 11; Spd
  10 m; VP/WP -/13; Atk +0 melee (1d3 punch), +1 ranged;
  SV Fort +1, Ref +1, Will +4; SZ M; FP 0; Rep 1; Str 10, Dex
  12, Con 13, Int 11, Wis 12, Cha 14.
  Equipment: The Falling Rodian cantina, various comestibles.
  Skills: Profession (bartender) +4, Knowledge (Tolea Biqua)
  +7.
  Feats: Skill Emphasis: Knowledge (Tolea Biqua).
  Typical Barfly: Commoner 1; Init +0; Defense 10; Spd 10
  m; VP/WP -/10; Atk +0 melee (1d3 punch), +0 ranged; SV
  Fort +0, Ref +0, Will +0; SZ M; FP 0; Rep 0; Str 10, Dex 11,
  Con 10, Int 11, Wis 10, Cha 11.
  Equipment: Favorite stimulants, personal belongings.
  Skills: Craft (varies) or Profession (varies) +4, Knowledge
  (obscure trivia) +4
  Feats: Skill Emphasis (Craft, Knowledge or Profession).
  After talking to Norben, the heroes should have a chance
  to settle in. Feel free to run a few small encounters from the
  cantina generator, but nothing should occur that breaks out
  in a ﬁght. If the heroes ask for a detailed description of the
  other patrons in the bar, mention a number of races and
  types, and include the three freelance thugs (a Sullustan
  and two Trandoshans, apparently making a business deal
  over drinks; the trio are described in full below, in Scene 3).
  Then read the following aloud to the players:
  The fact that the Bimm is not even haggling should clue
  the heroes in to Ginder’s barely restrained panic. If they ask
  him what he’s talking about, or if they simply unwrap the
  package, they learn the reason for his worry.
  In the package is the head of a protocol droid. It’s an
  older model, battered and dimpled along the forehead,
  with a light green patina that resembles weathered
  copper. The head is deactivated, wires dangling from its
  neck. Anyone who examines the head will feel that a
  Repair skill check (DC 15) would get it operating again,
  given a proper power source and connections, or that a
  Computer Use skill check (DC 17) could download the
  data contained within, given the proper tools. In addition,
  on a successful Repair skill check of DC 15, anyone who
  studies the head will notice that extra chips and devices
  have been added to its circuit boards. They look like they
  were added after the droid was put in operation, perhaps
  installed by more than one owner. If the heroes continue
  to poke around the head for three or more rounds, a
  successful Demolitions check (DC 20) will identify explo-
  sive material within.
  What Ginder Knows
  After letting the heroes get a good look at the head, Ginder
  tells them a bit more about the object that’s caused him so
  much worry.
  After ﬁnishing his story, Ginder pushes the droid head
  across the table to the heroes. If asked for details, the
  Bimm doesn’t have much more to add. The people who
  are after him are two groups of “guys.” One group
  consists of a varying number of alien toughs who appar-
  ently seek to earn points with Nirama, the crimelord of
  the Cularin system. The heroes have almost certainly
  heard of him, though no one seems to know anything
  about Nirama’s race or origin. The mysterious alien took
  over the smuggler syndicates after Riboga the Hutt left
  the area.
  In Ginder’s opinion, the other group of “guys” after
  him is military in nature, though they don’t wear
  uniforms. The heroes might already know (and can learn
  by talking to patrons in the cantina) that the Republic
  does have a military presence in the Cularin system, but
  it’s underpowered and its ofﬁcers are extremely disliked.
  And the droids? Most likely, they’re from the moon
  Uffel, which is uninhabited except for a large, self-
  governing droid mining operation. Ginder ﬁgures they
  want the L8O head back for their own strange reasons.
  Ginder is adamant about giving the droid head to the
  heroes. He doesn’t want to give it to either group of
  “guys.” He can’t abandon it, as he fears that his pursuers
  will still come after him. He needs to get off Tolea Biqua,
  and he needs the heroes to take the head.
  After Ginder has had a chance to clarify (or fail to clar-
  ify) his points, he lets out a frightened “Eep!” and dives
  under the table. Proceed to Scene 2.
  “It’s an old L8O model. Riboga used them when he ran
  the joint. I ﬁnd it while going through some salvage
  shipped back from Uffel, the droid moon. I’m surprised to
  ﬁnd it. The droids there recycle just about everything
  useful. Anyway, I shop it around, ﬁguring it might have
  some useful data in it. Some guys want it without paying.
  That’s bad business. I say no. They start following me. And
  then some other guys start following me, too—soldiers.
  And then these droids come around, asking people about
  me. That’s when I decide I can’t hold on to it, but I can’t
  sell it. I don’t want to just dump it in an alley, either.
  Someone needs to take care of it. So I call you. You take it,
  and then it’s your worry, not mine.”
  After you’ve waited for half an hour or so, the doors swing
  open, and Ginder bustles in, a package wrapped in brown
  paper under his arm. He looks around frantically, seem-
  ingly afraid of his own shadow. When he spots you, he
  visibly relaxes and makes a beeline to you.
  “Am I glad you came,” Ginder says, placing his parcel on
  the table with a heavy thump. The package is about the
  size and shape of a Human head. “I’ve been carrying this
  around for days, even sleeping with the thing. It’s been
  too much. They’re after me. I have to get off the planet. A
  ticket, a berth—anything. I’ll give it to you, and then it’ll be
  your worry. You’ve got to help me.”
  
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  4
  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  Ginder the Bimm: Bimm Fringer 3; Init +2; Defense 17 (+1
  size, +4 class bonus, +2 Dex); Spd 6 m; VP/WP 23/14; Atk
  +2 melee (1d2 punch), +4 ranged; SQ Barter; SV Fort +5,
  Ref +4, Will +1; SZ S; FP 1; Rep 1; Str 10, Dex 14, Con 14,
  Int 10, Wis 11, Cha 13.
  Equipment: L8O-RC droid head, personal belongings
  Skills: Climb +3, Diplomacy +7, Gather Information +6,
  Hide +7, Jump, Knowledge (Cularin system) +7, Listen +7,
  Read/Write Bimm, Search +5, Speak Basic, Speak Bimm,
  Spot +6, Survival +4.
  Feats: Alertness (bonus feat), Dodge, Trustworthy, Weapon
  Group Proﬁciency (simple weapons and blasters).
  Scene 2: The Military Guys
  Read the following aloud to the players.
  The three Humans are Teck Randon, Kirla Shorg, and Joq
  Landhauler, soldiers who are part of the Republic forces in
  the Cularin system. They don’t wear identiﬁcation as such,
  nor will they identify themselves. However, they’re seeking
  to recover the droid head because they know that it once
  belonged to Riboga the Hutt, and they believe that it may
  still contain information useful to their superior ofﬁcer, Jir
  Tramsig.
  Teck, the leader of the three, does the talking. Kirla and
  Joq are there to provide the muscle. The soldiers realize that
  others are after the head as well, but they’re determined to
  ﬁnd it ﬁrst. If they can get it peaceably, so much the better,
  but they’re willing to break a few legs if need be.
  Teck strides over to the table where the heroes sit. Before
  he arrives, the adventurers can try to re-wrap or hide the
  droid’s head, but that won’t help—the soldiers have already
  spotted it.
  “Excuse me,” says Teck in a bluff, intimidating voice. “We
  are investigating a theft. I think your friend here”—Teck
  motions towards the cowering Bimm—“has something that
  does not belong to him. If he is smart, he will give it back,
  and no one will get hurt.”
  Ginder launches into a detailed defense of how Bimms
  don’t steal—theft is against their beliefs, a crime as bad as
  murder. Meanwhile, the heroes can try to reason with the
  soldiers, though they’ll ﬁnd the military intractable. Teck
  and the others simply want the head. They don’t want to
  explain themselves. They don’t want to pay for it. They just
  want it, immediately.
  The heroes can also try to intimidate the soldiers or use a
  Jedi mind trick, both of which might work, at least until the
  ﬁsts start ﬂying. Of course, the heroes might decide to hand
  over the head and solve Ginder’s problem for him, in which
  case the Bimm will squeal but acquiesce.
  But no matter which course of action the heroes follow,
  the fun has only just begun. Proceed with Scene 3 if the
  conversation with the soldiers reaches an impasse, if the
  heroes decide to give the head to the soldiers, or if the
  heroes try to attack the military trio and perhaps ﬂee the
  cantina.
  Republic Soldiers (3 - Teck Randon, Kirla Shorg, Joq
  Landhauler): Human Soldiers 4; Init +7; Defense 16 (+3
  level +3 Dex); Spd 10; VP/WP 30/13; Atk +6 melee (1d3+2
  punch or 2d4+2 vibrodagger), +7 ranged (3d4 hold-out
  blaster); SV Fort +5, Ref +4, Will +1; SZ M; FP 1; Rep 1; Str
  14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.
  Equipment: Comlink, datapad (with information on Ginder’s
  movements), vibrodagger, hold-out blaster.
  Skills: Computer Use +7, Demolitions +3, Gather
  Information +1, Intimidate +5, Listen +2, Pilot +8,
  Read/Write Basic, Repair +5, Search +3, Sense Motive +2,
  Speak Basic, Spot +4, Treat Injury +3.
  Feats: Alertness (bonus feat), Armor Proﬁciency (light,
  medium and heavy), Dodge, Improved Initiative, Point Blank
  Shot, Precise Shot, Weapons Group Proﬁciency (simple
  weapons, blaster pistols, blaster riﬂes, heavy weapons, and
  vibro weapons).
  Scene 3: Things Get
  Interesting
  When the negotiations bog down or the matter of the
  head’s ownership seems in danger of being resolved, read
  the following to the players.
  The Sullustan, Jubieck, tries to come across as polite and
  friendly, but the hostile air of the Trandoshans Orix and
  Dimogog make it clear that the newcomers are in no mood
  for games. As they all stand around the heroes’ table, the
  newcomers and the soldiers check each other out, sizing up
  what seems to be competition for the droid’s head. No
  member of either group has any visible weapons. However,
  the three soldiers and the three aliens all are armed, though
  none of them will draw a weapon unless one of the heroes
  does ﬁrst.
  At this point, be sure you know where the head is. Is
  someone holding it? Is it on the table? Who is closest to it?
  Standing in the doorway are three Humans—two men and
  a woman. They’re wearing miner’s gray jumpsuits, but the
  creases are neat and precise, and their hair is short and
  worn in a military style. Their shoulders are back, their
  bearing haughty, and their eyes scan the crowd like
  hawks. From Ginder’s reaction, this is one of his groups of
  “guys,” probably the soldiers.
  You realize that more individuals have joined your conver-
  sation. A trio of cloaked ﬁgures, two large and one small,
  have come up to the table. The two large ﬁgures are
  Trandoshans, while the smaller is a Sullustan.
  “Excuse me,” says the Sullustan, “but I believe that the
  object you’re discussing was once the property of Riboga
  the Hutt. As such, it is now the property of his heir,
  Nirama. We will claim it for him. Give it to us, now.”
  The Trandoshans growl menacingly.
  
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  5
  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  Give the heroes a chance to react. They’ll most likely try
  to grab the head and run, attack the soldiers, or attack the
  aliens. But if they don’t act quickly enough (and hopefully
  catch their opponents by surprise), one of the Trandoshans,
  Orix, makes a grab for the droid’s head or attacks the char-
  acter holding the head.
  The cantina brawl has begun.
  Jubieck, criminal gang leader: Sullustan Scoundrel 4; Init
  +8; Defense 20 (+6 level +4 Dex); Spd 10; VP/WP 20/8; Atk
  +3 melee (1d3 punch or 2d4 vibrodagger), +6 ranged (3d4
  hold-out blaster); SQ Better Lucky Than Good, Illicit Barter,
  Darkvision; SV Fort +0, Ref +7, Will +2; SZ M; FP 1; Rep 2;
  Str 10, Dex 18, Con 8, Int 14, Wis 13, Cha 12.
  Equipment: datapad (with description of Ginder), hold-out
  blaster, vibrodagger, stylish outﬁt, cloak.
  Skills: Appraise +6, Bluff +5, Climb +2, Computer Use +5,
  Diplomacy +3, Disable Device +5, Escape Artist +10, Gather
  Information +6, Hide +10, Intimidate +3, Knowledge (crimi-
  nal operations) +5, Listen +11, Move Silently +9, Repair +5,
  Search +7, Sleight of Hand +10, Speak Basic, Speak
  Sullustese, Spot +9, Tumble +14.
  Feats: Alertness, Improved Initiative, Skill Emphasis
  (tumble), Weapons Group Proﬁciency (simple weapons,
  blaster pistols).
  Trandoshan Leg breakers (2 - Orix and Dimogog):
  Trandoshan Fringers 4; Init +4; Defense 15; Spd 10; VP/WP
  21/14; Atk + 6 melee (1d3+3 punch or 2d4+3 vibrodagger),
  +3 ranged (3d6 blaster pistol); SQ Barter, Darkvision, Jury-
  rig +2; SV Fort +6, Ref +2, Will +2; SZ M; FP 1; Rep 1; Str
  17, Dex 10, Con 14, Int 10, Wis 13, Cha 9.
  Equipment: blaster pistol (holstered under cloak), heavy
  cloak, vibrodagger.
  Skills: Climb +8, Hide +5, Intimidate +6, Jump +9, Listen
  +2, Pilot +5, Search +5, Speak Basic, Speak Dosh, Spot +8,
  Tumble +2.
  Feats: Alertness, Improved Initiative, Point Blank Shot,
  Weapons Group Proﬁciency (simple weapons, blaster
  pistols).
  Running the Cantina Brawl
  The brawl can run in two phases: with and without
  weapons. As long as no one pulls a weapon, the various
  sides will ﬁght it out with bare hands and impromptu
  weapons (such as chairs and bottles). But the moment a
  hero draws a blaster or the like, everyone else will pull out
  weapons, too, and things quickly get nasty.
  When brawling without weapons, individuals do a base of
  1d3 points of damage. A bottle (which can also be thrown)
  might inﬂict 1d3 points, while a chair causes 1d6 points.
  Most items in the Falling Rodian will not inﬂict more than
  1d6 points of damage.
  In addition, when brawling without weapons, the three
  soldiers and three aliens will ﬁght only until their vitality
  points are exhausted. When they begin to take wound
  points, they will retreat from the cantina. Neither their
  devotion to duty nor to pay will inspire them to risk their
  lives for the droid’s head. This is a serious advantage to the
  heroes, though they won’t know it.
  However, should a hero draw a weapon, that all changes.
  All of the weapons come out, and from that moment
  forward, the criminals and soldiers will ﬁght until they’re at
  or below 0 wound points, as in normal combat.
  The soldiers and the aliens attack each other just as
  freely as they attack the heroes. Generally, each hero
  should get one opponent (randomly determined), with any
  extra soldiers or aliens busy ﬁghting their competition for
  the droid’s head. The battles between Gamemaster charac-
  ters aren’t critical. If a hero defeats his opponent, one of
  the GM characters will best another GM character at the
  same time and be ready to attack the hero (reduce the
  vitality points of the hero’s new foe by 10 points to reﬂect
  the previous battle).
  Whoever attacks the individual holding the droid’s head
  will always try to disarm him. A successful attempt to
  disarm will cause the head to fall to the ground, at which
  point anyone can try to pick it up.
  The soldiers and the aliens will use trips, knockdowns,
  and grapples to delay or defeat their opponents. These
  forms of attack are described in the combat chapter of the
  Star Wars Roleplaying Game core rulebook. However, as
  the Gamemaster, you can restrict the battle to straightfor-
  ward punching and kicking, if you prefer.
  Of course, you shouldn’t forget that the battle is taking
  place inside the Falling Rodian. Feel free to create your
  own detailed layout of the cantina. As a general rule, if a
  player asks whether or not a particular item is available for
  use in combat, say “yes.” Is there a loose barstool at hand?
  A heavy mug? A chandelier? A tapestry on the wall? A
  window to throw someone through? Outrageous requests
  should be denied, but anything that might be used in a
  common tavern brawl can be available for the heroes.
  When the ﬁghting breaks out, Norben, the bartender, will
  hide behind the bar until the smoke clears. The barﬂies will
  head for the exit, blocking it for the ﬁrst three rounds.
  Ginder will hide under a table, and while he’ll go after the
  head if it’s knocked loose, he won’t attack anyone.
  The brawl lasts until only one group (not counting
  Ginder) is left standing. At that point, the victors can take
  the droid’s head and leave. Alternatively, one or more
  heroes may be able to get out of the building with the
  head while their comrades keep everyone else at bay. If
  this occurs, the other groups cease ﬁghting and gather up
  their unconscious or wounded allies. They won’t pursue
  the head—it’s already caused them too much trouble—but
  they almost certainly will threaten any heroes that remain
  in the Falling Rodian.
  Another way to bring the tussle to an end is to destroy
  the head. After all, without it, there’s nothing to ﬁght
  about. If the heroes try this, use the Attack an Object
  rules, found in the combat chapter of the Star Wars
  Roleplaying Game core rulebook. The droid’s head is
  considered tiny and has a defense of 17 if held, a defense
  of 12 if carried, and a defense of 7 otherwise. The head
  also has a hardness of 10 and 8 wound points.
  Scene 4: Out on the Street
  If someone else besides the heroes gets out on the street
  with the head, and the heroes remain inside the cantina,
  wait a moment and then read the following aloud:
  
  [sc]LINK::
  6
  CONTENT = ADVENTURE
  Head Trip
  428.m 1837b
  ORIGINAL ADVENTURE
  If the heroes are the ones to leave the cantina while still
  in possession of the droid head, read the following aloud:
  If the heroes agree to hand over the head, the 3PO unit
  accepts it and states that he will return it to its rightful
  owners.
  Should the heroes refuse, the droid simply says, “I am
  sorry,” and hits a key on his datapad. The head begins to
  whine as ancient circuits come online with a sound that
  grows higher-pitched and more urgent by the second. It
  sounds like a thermal detonator about to go off. Smoke
  begins to pour out of the ears and throat of the L8O’s
  head.
  Roll for initiative, including for the droid’s head (at –3
  to the roll). The L8O’s head will explode on its initiative in
  the second round, inﬂicting damage as a thermal detona-
  tor (8d6 points to the 2x2 area it occupies, and 4d6 points
  to all those within 8 meters). The heroes have a few
  options.
  Get rid of the head: A quick look around the street
  reveals a junk-strewn lot nearby. If the heroes throw the
  head into the lot in time, it will explode there, hurting no
  living beings but the rodents skittering around in the
  trash.
  Deactivate the head: A successful Demolitions skill
  check (DC 20), a Repair skill check (DC 20), or a Disable
  Device skill check (DC15, will take only a single round) will
  deactivate the head. Depending on initiative, the hero will
  get one or two chances. If the heroes manage to deacti-
  vate the L8O’s explosives, the 3PO will apologize, ask for
  the head again, and try to leave. It will not attack.
  Throw the head to the droid: The 3PO unit will drop
  the datapad, bobble the head for a few seconds, catch it,
  and manage to say “Oh, dear!” before being blown up.
  3PO series droid: Walking protocol droid, Diplomat 1;
  Init +0; Defense 11 (+1 armor); Spd 8 m; VP/WP -/13; Atk
  +0 melee (1d6 hand), +0 ranged; SV Fort +1, Ref +0, Will
  +2; SZ M; Rep 0; Str 10, Dex 10, Con 13, Int 16, Wis 10,
  Cha 10.
  Equipment: Translator unit (DC 5), recording unit (audio),
  vocabulator.
  Skills: Computer Use +4, Diplomacy +4, Gather Information
  +2, Knowledge (security codes) +4, Knowledge (etiquette)
  +4, Knowledge (Cularin system) +4, Listen +4, Repair +4.
  Speak Basic, Spot +4.
  Feats: Skill Emphasis (diplomacy).
  Wrap-Up
  Riboga the Hutt ran the Cularin system’s criminal enter-
  prises before handing those duties over to his lieutenant,
  Nirama. L8O-RC was one of several units that Riboga used
  to assist with inventory. In the months before Riboga left,
  he set up several safe locations, often in Cularin’s asteroid
  belt, stashed with credits, spice, and weapons, in case he
  ever chose to return.
  The droid’s head still has that information in its memory
  chips. Once the heroes get it up and operating, it will effec-
  tively be a treasure map to the Hutt’s hidden booty. The
  nature of Riboga’s treasure, and the traps or creatures
  protecting it, are left for the Gamemaster and another adven-
  ture, as are the questions of whether Jir Tramsig, Nirama, or
  the droids of Uffel decide to pursue the matter further.
  Rewards
  Regardless of whether the heroes recovered the droid’s head
  or not, they should share a total of 1,000 XP. Any hero who
  risked his or her life to save the team—or performed a
  daring act, such as trying to deactivate an explosive droid’s
  head with the timer running—should receive a Force Point.
  About the Author
  Jeff Grubb is a game designer at Wizards of the Coast, in
  addition to being a best-selling novelist, comic book writer,
  and general gadabout. He has contributed to a number of
  shared worlds over the years, including the FORGOTTEN
  REALMS, DRAGONLANCE, MAGIC: THE GATHERING, and now, Star
  Wars. He has recently completed the revised Manual of the
  Planes for DUNGEONS & DRAGONS and has been working on a
  Star Wars super-adventure. He can’t speak of it yet, but
  those close him say he’s been giggling a lot about it.
  Jeff Grubb is one of the featured authors at the
  Alliterates website (www.alliterates.com), and he can be
  reached there or contacted at jgrubb@wizards.com.
  Suddenly, an explosion from outside rattles the entire
  cantina, shattering its windows with the force of the blast.
  The smoking remains of the droid head’s faceplate rolls
  back into the cantina, and comes to rest at your feet.
  You leave the Falling Rodian, and the remaining barﬂies
  lingering in the street scatter before you, seeking safer
  places to drown their sorrows. In the wake of their passing,
  a single 3PO unit remains on the street, holding a datapad.
  “Excuse me,” says the droid, “but my sensors indicate
  that you have the remains of an L8O-RC on your person.
  Those remains belong to the droids of Uffel. Will you be
  willing to return those remains?”
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 05) - Head Trip.pdf