TEXT: By Craig R. Carey, Jason Fry, and Daniel Wallace
  With Special Thanks to Pablo Hidalgo 
  Rough and Tundra
  Adventure Settings and Scenarios 
  for the Greater Javin
  
  ROUGH AND TUNDRA
  002
  DESIGN
  CRAIG R. CAREY, JASON FRY, AND DANIEL
  WALLACE
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  JANE IRENE KELLY 
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  Salmakk? Clabburn?
  Aye, I remember them two plague wasps just ﬁne. The
  one, he was the bravest Mon Cal I ever seen. A Hoth bliz-
  zard’ll freeze and split an unprotected ﬁsh-man’s skin in
  thirty minutes, but that hardly scared old Salmakk—I seen
  him come out of his cave with a blaster in one hand and a
  slugthrower in the other, fair bellowin’ for us to come get
  him if we were men enough. And after seein’ that, some of
  us found we weren’t. Ain’t heard his name in years, and
  that’s ﬁne by me.
  But Clabburn? Made Salmakk look like an Alderaanian
  peace delegate. Plain mean—even for a Mugaari. Used to
  tell his pirates to take as many captives alive as they
  could. Not for ransom. For spacin’. Grim to say, but he
  liked to see ‘em die. He was an old bull when he took that
  Wolf-man cruiser years back on the Anoat, and I hear that
  score made him a rich old bull. Rich enough to retire or
  hide, and if he’s still hidden, kid, best let him stay that
  way. I know you think you’re fast with a BlasTech, but
  every young gun thinks that. Findin’ Clabburn’s likely to
  be the last mistake you ever make.
  – Fenn Gilbrantes, Yarith Sector Ranger (retired)
  “Rough and Tundra” is a collection of Star Wars
  Roleplaying Game adventure settings and scenarios for the
  Greater Javin region, built around a surge in attacks on
  shipping launched by two legendary pirates and the charac-
  ters’ efforts to bring them to justice—efforts that may
  uncover a plot that reaches to the ofﬁces of some key play-
  ers in the Greater Javin. The adventure scenarios are
  intended for use during the Rebellion era but can be modi-
  ﬁed to work in any time period.
  “Rough and Tundra” is intended for four heroes of 8th to
  10th level, but the scenes can be modiﬁed for characters of
  higher or lower level by increasing or decreasing the antag-
  onists’ vitality points and the number of underlings in the
  combats. In addition, characters of lower level can pursue
  pieces of the larger plot, taking on bigger chunks as they
  rise in experience.
  Background
  The pirates Salmakk and Clabburn are right out of the
  history books of the Greater Javin, and most of the region’s
  authorities thought they were history: Clabburn vanished
  after making a spectacular score during the last days of the
  Republic, and Salmakk and his gang hadn’t been heard from
  since before the Battle of Hoth. But in recent months, ships
  have been vanishing from the Lutrillian Cross, the Nothoiin
  Corridor, and even the Trade Spine itself. The scuttlebutt in
  Darlyn Boda has it that both pirates are back—and what’s
  worse, they’ve joined forces.
  While it may not be the Azure sector, the Greater Javin’s
  hardly outlaw territory these days, and that’s the way the
  captains of industry on Gerrenthum like it. War between
  Rebel gunboats and Imperial Star Destroyers was bad
  enough; lurid tales of rampaging pirates could scare
  merchant ships off the outer Spine entirely. Big money and
  bigger fame awaits any who track the pirates to their
  hidden base and bring them back alive for incarceration on
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  003
  Tol Ado. But the Mon Cal and the Mugaari have been
  pursued by plenty of gunmen who wanted fortune and
  fame, only to win nothing but a last look down the busi-
  ness end of a blaster.
  Getting the Heroes Involved
  Any number of groups in the Greater Javin are willing to
  pay good money to see Salmakk and Clabburn brought to
  justice. But that doesn’t mean those groups are working
  together. The Greater Javin has been a snake pit of intrigue
  for decades, roiled by rivalries between the area’s four domi-
  nant species (Humans, Lutrillians, Nothoiin and Mugaari),
  three different sector authorities (Yarith, Anoat and Javin)
  and even between different factions within the vast Figg
  empire.
  The players may think such rivalries are for show. But
  spend some time and credits in Darlyn Boda or Cloud City’s
  Port Town, and the players may hear more sinister talk:
  Salmakk and Clabburn know too much about a dirty deal
  hatched in one of Gerrenthum’s gleaming towers, and some
  would prefer that the two don’t live long enough to tell
  tales at a trial.
  The following are ﬁve groups that might employ the
  players in their pirate hunt:
  The Outer Javin Company
  Executives of the OJC, the publicly traded arm of the Figg
  empire, have regarded the pirates’ incursions with horror.
  The pirates have seized transports belonging to closely allied
  Figg Excavations, damaging the OJC’s share price, and their
  raids have hurt the entire region’s reputation. After a top
  OJC executive spent the better part of a lengthy sharehold-
  ers’ meeting on Aargau answering questions about piracy in
  the Greater Javin, the word came down: Stop the piracy,
  even if it means megacredits’ worth of charges carried under
  “special operations.”
  What they want: To stop the pirates, send them to
  prison, and see an end to the bad publicity about the
  Greater Javin.
  What they will and won’t deliver: Credits and
  equipment won’t be a problem, provided the heroes make
  progress and don’t associate the OJC with public failures or
  dirty deeds. Embarrass headquarters, and the ﬁrm will aban-
  don the players and develop a sudden case of corporate
  amnesia about their doings.
  What the players don’t know: The OJC is on the up
  and up—it’s a cleanly run ﬁrm whose executives are
  genuinely angry and worried. However, the OJC doesn’t
  know what its corporate cousin FiggEx is up to.
  Figg Excavations
  This privately held arm of the Figg empire concerns itself
  with the extraction, transport, and reﬁnement of raw ores.
  The pirates have seized a number of rawmat transports that
  FiggEx leased from the Mining Guild, of which FiggEx is a
  member. That’s bad for business and for the Figg name. The
  silksuits at OJC see it all in terms of share price, but to
  FiggEx, these losses mean hard work wasted and tonnage
  vanished—and that’s unacceptable.
  What they want: The delivery of the pirates to FiggEx
  Security, whose best people are thought to be too well-
  known in the Greater Javin to tackle the task themselves.
  What they will and won’t deliver: Credits and
  equipment are available up front, as are seedy contacts on
  Darlyn Boda and Gerrenthum. After that, the heroes are on
  their own.
  What the players don’t know: Plenty. FiggEx’s
  bosses are trapped in a dangerous game (see “The Plot
  Revealed”) that has backﬁred and imperiled the ﬁrm. FiggEx
  Security will do anything to protect the ﬁrm’s secrets.
  The Mining Guild
  Concern over FiggEx’s missing transports has reached as far
  as this ancient trade organization’s great hall on Coruscant.
  But what began as a routine security investigation has
  become something more, with a team of the feared paramil-
  itary agents known as Guild Enforcers setting up an ofﬁce
  on Darlyn Boda. One of the Enforcers’ ﬁrst acts has been to
  hire a team of local bruisers to gather leads.
  What they want: The delivery of the pirates, either to
  law enforcement ofﬁcials on Isde Naha or to the Guild
  Enforcers themselves, so that a full investigation can be
  made.
  What they will and won’t deliver: Credits and
  equipment will be generously given, provided the players get
  results. Muscle will be provided as well if the players locate
  the pirate base and the Guild Enforcers think they can
  capture Salmakk and Clabburn. Players who inquire over-
  much into the Guild’s interest in the matter will ﬁnd
  themselves out of work and possibly eliminated.
  What the players don’t know: The Guild has long
  been suspicious about FiggEx’s loyalty, with Tibanna-gas
  mining on Bespin just one sore subject. The Guild doesn’t
  trust FiggEx to investigate the missing transports on its
  own, and will jump at the chance to expose and embarrass
  FiggEx if its suspicions prove justiﬁed.
  The Empire
  The Empire exists to maintain order in the galaxy, and
  pirates are second only to Rebels as a threat to that order—
  particularly in a region of space that recently housed a vital
  Rebel base. (In a non-Imperial era, the Old/New Republic or
  Yarith Sector Rangers can play this role.)
  What they want: Deliver the pirates to Imperial
  authorities on Javin for questioning. Find out if any of the
  rumors about who’s backing them are true.
  What they will and won’t deliver: Credits and
  equipment are available initially. If the players ﬁnd the
  pirates’ nest, starships and stormtroopers can be sent in.
  Players who fail or ask too many questions may ﬁnd out
  there are plenty of cells on Tol Ado.
  What the players don’t know: The Empire wants
  the pirates stopped and, if possible, wants to know what’s
  going on. That’s that.
  The Hutts
  Port Town’s Hutts are furious that two lowly pirates have
  disrupted smuggling operations along the Ison Corridor.
  ROUGH AND TUNDRA
  003
  
  They would like to kill Salmakk and Clabburn and seize
  their assets, but fear they will get nothing if the Empire, the
  Mining Guild, or the Figg companies succeed in taking out
  the pirates ﬁrst.
  What they want: Kill Salmakk and Clabburn, with
  their bodies provided as proof. The heroes must clear out
  the pirates’ nest and provide its coordinates so that the
  Hutts can move in with their own team.
  What they will and won’t deliver: A substantial
  cash payment: half up front, half on delivery. If the heroes
  steal any of the pirate booty for themselves, the Hutts’
  punishment will be swift.
  What the players don’t know: The Hutts want the
  coordinates of Salmakk and Clabburn’s base. Once they
  have that piece of data, they will consider the heroes
  expendable and will make no effort to help them ﬁght the
  pirates.
  The Plot Revealed
  “Rough and Tundra” can be played as a simple search-and-
  destroy mission for pirate nests. But a more
  conspiracy-minded Gamemaster can allow players to unravel
  the mystery of why two pirates thought long gone are
  suddenly back in business. Here’s the lowdown, which the
  GM may tinker with to suit his interests and the time period
  of the adventure:
  FiggEx’s top management has long chafed at its
  membership in the Mining Guild and looked for a way to
  break with it. But it’s needed a pretext for doing so, mind-
  ful of the Guild’s suspicion about operations on Bespin and
  other worlds. FiggEx executives approved a secret project
  dreamed up by the ﬁrm’s black-ops unit: Hire pirates to hit
  Greater Javin shipping, including FiggEx’s own transports,
  and fund those pirates well enough that they seem like a
  genuine threat to FiggEx’s interests. FiggEx could then
  “seek protection” by arranging to be acquired by the Anoat
  sector government (dominated by Figg money, anyway),
  allowing it to leave the Guild.
  Unfortunately, the plan succeeded too well. A FiggEx
  operative dispatched to Darlyn Boda made a contact who
  succeeded all too well, recruiting two genuinely dangerous
  pirates—ones whose reappearance in the Greater Javin
  raised alarms all the way to Coruscant. First, the OJC
  stepped in to meddle. Then the Mining Guild dispatched
  its feared Enforcers. And now the Empire is involved.
  FiggEx executives still have some hope that the original
  plan might succeed, but more than anything else, they
  want Salmakk and Clabburn (as well as the other opera-
  tives) delivered into their hands in order to arrange their
  disappearances.
  If the players capture the pirates, they may be startled to
  ﬁnd that the adventure isn’t over. FiggEx Security will do
  anything to ensure that the two are delivered to
  Gerrenthum and then silenced. The OJC wants them taken
  to Gerrenthum as well, but for a trial. The Guild Enforcers
  want them taken to Isde Naha for questioning, and the
  Empire plans to torture the pirates in an interrogation cell
  on Javin. The players could ﬁnd themselves in considerable
  danger, particularly if FiggEx Security suspects that they
  know too much.
  Gamemasters who enjoy adventures with this ﬂavor of
  corporate intrigue or double-dealing should consider having
  the players hired by FiggEx, or alternately drawn into
  FiggEx’s plot after hooking up with the ﬁrm’s security chief,
  the fearsome Mapes Shaywa.
  The Pirates
  Salmakk
  The marginally infamous pirate Salmakk was born in the
  bowels of Morjanssik City, a runt left to the gorshan feeders.
  Despite those odds, Salmakk not only survived but thrived.
  He soon led Boss Gurgle’s street operations throughout
  much of the Quarren underworld, an outcast Mon Calamari
  working with his people’s traditional rival.
  Eventually, Salmakk headed for the stars, forming his own
  pirate band and ﬁnding the Ison Corridor and nearby sector
  ripe for the pickings. A number of former (and almost trust-
  worthy) associates in Port Town gave him the intelligence
  network he needed to develop a successful operation. With
  continued success came the need for increased security, and
  eventually he and his growing crew settled on the sixth
  planet of the Hoth system.
  Hoth is just about the last place you’d expect to ﬁnd a
  Mon Calamari smuggler better suited to coral reefs and kelp
  beds, which was one of the reasons Salmakk made his base
  there. Given the number of CorSec, Imperial, CSA, and
  private agents looking for Salmakk, Hoth was a good place
  to lay low.
  All the while, Salmakk kept abreast of galactic events. He
  learned of the price Jabba had put on Solo’s head, the
  destruction of Alderaan, and of the Rebel victory and Yavin.
  Imagine his surprise when Solo himself appeared on Hoth a
  short time later!
  After his encounter with the Rebels, Salmakk and his crew
  spent nearly two standard days digging themselves out of
  the cave-in Solo and Skywalker created to trap them. Once
  free, he and his crew ﬂed the Hoth system for good, but not
  the sector. And when the legendary Mugaari pirate
  Clabburn contacted him as a potential partner, he knew
  lady luck was still on his side.
  Salmakk: Male Mon Calamari Scoundrel 8/Soldier 4; Init
  +6; Defense 22 (+10 class, +2 Dex); Spd 10 m; VP/WP
  77/11; Atk +11/+6 melee (2d6+1, vibroblade), +12/+7
  ranged (3d8, heavy blaster pistol); SQ amphibious, illicit
  barter, low-light vision, lucky 2/day, natural astrogator,
  precise attack +1, sector familiarity x2, uncanny dodge; SV
  Fort +7, Ref +9, Will +2; FP 0; DSP 2; Rep +6; Str 12, Dex
  15, Con 8, Int 14, Wis 10, Cha 10. Challenge Code F.
  Equipment: Vibroblade, heavy blaster pistol, freighter
  (Salted Wound).
  Skills: Appraise +6, Astrogate +10, Bluff +14, Computer
  Use +13, Demolitions +10, Disable Device +13, Gather
  Information+20, Hide +10, Intimidate +13, Move Silently
  +10, Pilot +17, Read/Write Mon Calamarian, Read/Write Mon
  Calamarian Blink Code, Repair +13, Search +13, Spot +13.
  Feats: Armor Proﬁciencies (light, medium, heavy),
  Improved Initiative, Infamy, Point Blank Shot, Precise Shot,
  Quick Draw, Skill Emphasis (Gather Information), Skill
  ROUGH AND TUNDRA
  004
  
  Emphasis (Intimidate), Spacer, Starship Operation (Space
  Transport), Weapon Group Proﬁciency (blaster pistols,
  blaster riﬂes, heavy weapons, simple weapons, slugthrowers,
  vibro weapons).
  Clabburn
  The Mugaari pirate Clabburn was once the most feared of
  the rogue spacers in the Greater Javin. He has been out of
  sight for decades, but for the fairly long-lived Mugaari,
  twenty-odd years isn’t so long to wait. While Clabburn’s
  legend is still intact, the heat from his last score—a royal
  Shistavanen cruiser loaded with more riches than even
  Clabburn had ever imagined—has faded. Now is the perfect
  time to begin a new career in the Greater Javin . . . and
  beyond.
  For his ﬁrst score within the region, Clabburn has teamed
  up with the Mon Cal pirate Salmakk, who had been making
  a proﬁtable career along the same spacelanes Clabburn once
  haunted.
  Clabburn looks somewhat different than he did in holos
  taken twenty years ago. Always intimidating, his face is now
  heavily scarred, and he is missing the lower half of his left
  arm. Given that the last time Clabburn was seen alive he
  was rather attractive (by Mugaari standards, anyway) and
  had both arms, it is theorized that he suffered some griev-
  ous injuries during his years in hiding.
  Clabburn the Younger: Male Mugaari Scoundrel 12;
  Init +6; Defense 21 (+10 class, +1 Dex); Spd 10 m; VP/WP
  82/14; Atk +11/+6 melee (1d6+2, club), +13/+8 ranged
  (3d8, heavy blaster pistol); SQ illicit barter, hyperjump sense,
  lucky 2/day, natural astrogator, precise attack +2, sector
  familiarity x4, uncanny dodge; SV Fort +7, Ref +9, Will +3;
  FP 0; DSP 3; Rep +8*; Str 15, Dex 13, Con 14, Int 10, Wis
  9, Cha 11. Challenge Code F.
  Equipment: Heavy blaster pistol, club, space transport
  (Broken Jaw).
  Skills: Astrogate +8, Bluff +16, Computer Use +5,
  Demolitions +10, Disable Device +10, Gather Information
  +20, Hide +10, Intimidate +21, Knowledge (streetwise) +7,
  Knowledge (Greater Javin) +10, Pilot +17, Read/Write
  Mugaar, Repair +13, Search +15, Speak Dosh, Speak
  Huttese, Speak Mugaar, Spot +15, Tumble +6.
  Feats: Ambidexterity,** Armor Proﬁciencies (light,
  medium, heavy), Improved Initiative, Infamy, Point Blank
  Shot, Quick Draw, Spacer, Skill Emphasis (Intimidate),
  Starship Dodge, Starship Operation (Space Transport),
  Weapon Group Proﬁciency (blaster pistols, simple weapons),
  Zero-G Training.
  * Note: Clabburn the Younger’s Rep score reﬂects most
  peoples’ assumption he is the true Clabburn.
  ** Note: Though ambidextrous, Clabburn the Younger
  suffers a –2 penalty for any actions requiring both hands
  due to his missing lower right arm.
  The New Crew
  Most of the crew under Salmakk’s and Clabburn’s command
  are hired muscle, but they are loyal. Those formerly of
  Salmakk’s small crew are less vicious than those originally
  from the Mugaari clan, though everyone aboard the Broken
  Jaw has some darkness in his or her soul. Only four or ﬁve
  of the 30 or so thugs serving the pirate captains are from
  Clabburn the Elder’s reign; those members are now trusted
  lieutenants and advisors and do not typically see combat.
  For a crew member of the Broken Jaw or a
  Salmakk/Clabburn lackey, use the stats for mid-level pirates
  from Chapter 14 of the Star Wars Roleplaying Game
  revised core rulebook, with a handful of high-level pirates
  thrown in. 
  Broken Jaw
  Clabburn the Younger’s ﬂagship, the converted Sentinel-
  class cruiser Broken Jaw, serves as the mobile base for his
  and Salmakk’s joint ventures. Most of the helm operations
  are conducted by Salmakk’s more space-capable Mon Cal
  piloting crew (use the mid-level smuggler stats from the
  revised core rulebook). The Broken Jaw does not carry any
  craft (all of the group’s attack and pillage craft are hyper-
  space-capable), though Salmakk’s personal freighter, the
  Salted Wound, is stored in a specially designed hangar.
  Though not exceptionally fast or heavily armed, the Broken
  Jaw does beneﬁt from modest armament and the constant
  company of half a dozen TIE- or Y-Uglies.
  ROUGH AND TUNDRA
  005
  Caseﬁle: UCL Malachite Scent
  Originator: Alvor Cano, Iotran Braceman Council
  The legend of Clabburn spans several decades during the decline of
  the Old Republic. Once feared throughout what was then the Anoat
  Sector, his legend has grown in the years since he disappeared with
  the vaunted stores of the Malachite Scent, a Shistavanen cruiser
  lost along the now-defunct Anoat trade corridor.
  Easily the greatest score of Clabburn’s career, the Scent was
  laden with some of the greatest treasures of the Uvena systems
  and outlying regions. The cruiser’s crew was herded into escape
  pods and jettisoned, which led many to believe the hijacking was
  not the work of Clabburn at all: The Mugaari pirate typically made
  a point of spacing his victims. The move was indeed intended to
  throw the local Sector Rangers off the track, but a surviving
  astromech droid was able to record a few moments of holo
  footage and conﬁrm Clabburn’s complicity.
  After the Malachite Scent disappeared, so did Clabburn.
  Investigators searched for signs of either the Shistavanen cruiser
  or its Mugaari captors without success. Wherever Clabburn and
  his crew had gone, they were far from the reach of the law, enjoy-
  ing the spoils of the Scent’s holds.
  Though only a handful of beings know it, the Mugaari raider
  currently allied with Salmakk is the eldest son of the original
  Clabburn, a new breed of pirate born into the life and with the
  resources his father established over the decades of pillaging and
  illicit income. The second-generation Clabburn has led a much
  rougher life and has the scars to prove it (were he not so scarred,
  he would look exactly like his father). Where the elder Clabburn
  is hiding, if he is still alive, remains a mystery. But it is clear that
  Clabburn the Younger is determined to match—if not exceed—his
  father’s legacy. The current spate of daring raids appears to be
  only the beginning.
  THE TRUTH ABOUT CLABBURN
  
  Broken Jaw (modified Koensayr IrizMark-8
  Sentinel military cruiser)
  Class: Space transport
  Crew: 6 (Normal +2)
  Size: Medium (77 m long)
  Initiative: +2 (+2 crew)
  Hyperdrive: x1 (backup x12)
  Maneuver: +2 (+2 crew)
  Passengers: 40
  Defense: 25 (+15 armor)
  Cargo Capacity:
  Shield Points: 90 (DR 15)
  8,000 metric tons
  Consumables: 6 months
  Hull Points: 200 (DR 15)
  Cost: Not available for sale
  Maximum Speed in Space: Attack (7 squares/action)
  Atmospheric Speed: 900 km/h (15 squares/action)
  Weapon: Heavy ion cannons (2 ﬁre-linked); Fire Arc:
  Front; Attack Bonus: +5 (+1 size, +2 crew, +2 ﬁre control);
  Damage: Special; Range Modifiers: PB +0, S –2, M/L n/a.
  Weapon: Assault laser cannon (2 ﬁre-linked); Fire Arc:
  Turret; Attack Bonus: +13 (+1 size; +4 crew, +8 ﬁre
  control); Damage: 8d10+2; Range Modifiers: PB +0, 
  S –2, ML n/a.
  Weapon: Tractor beams (2); Fire Arc: Front/Rear;
  Attack Bonus: +7 (+1 size, +2 crew, +2 ﬁre control);
  Damage: Special; Range Modifiers: PB +0, S +0, M/L n/a.
  Greater Javin Contacts
  Nogo Sistek
  This hard-bitten Corellian knows countless boltholes and
  hideaways in the Greater Javin, as well as thousands of the
  dreamers and fugitives who’ve sought refuge in them. If you
  want someone hidden—or found—Nogo’s the man to see.
  And he plays by his own eccentric rules: Strike a deal with
  Nogo, and you also buy six months of his silence. But after
  that, credits talk, and so does Nogo.
  The heroes will be encouraged to seek out Nogo early,
  but he’s a hard man to track down. Normally found within
  Pepper’s Pax on Darlyn Boda, the famous ﬁxer has gone
  into hiding. (Perhaps he’s in Port Town, holed up on Hoth,
  or vanished into Darlyn Boda’s jungles. A haruspex reading
  could be helpful in ﬁnding him.) When the players do locate
  him, he’s terriﬁed; a deal’s gone bad, and Nogo’s in the
  soup. The players can try to threaten, bluff, or sweet-talk
  Nogo into breaking his rule and revealing his secret: He dug
  up Salmakk and Clabburn at the request of a slumming silk-
  suit who said he worked for one Barseth Gynes, and then
  funneled credits to the pirates to get them back in busi-
  ness—millions of credits. Nogo doesn’t know who Barseth
  Gynes is or where the pirates are, though he may be
  persuaded to come up with a list of likely hiding places.
  To up the ante, the Gamemaster should have Nogo killed
  by FiggEx thugs soon after the players contact him. Perhaps
  he stammers out a last clue, along with a warning: “Follow
  the credits . . . but beware. Beware Barseth Gynes . . .”
  Nogo Sistek: Male Human Scout 6/Deep-Space Pilot 2;
  Init +5; Defense 18 (+18 class); Spd 10 m; VP/WP 29/11;
  Atk +4 melee (2d6, vibroblade), +5 ranged (3d8, heavy
  blaster pistol); SQ natural astrogator, sector familiarity
  (Outer Rim), trailblaze, uncanny dodge; SV Fort +6, Ref +3,
  Will +4; FP 0; DSP 0; Rep +4; Str 8, Dex 11, Con 11, Int 14,
  Wis 12, Cha 8. Challenge Code D.
  Equipment: Vibroblade, heavy blaster pistol.
  Skills: Astrogate +15, Computer Use +15 (+17 scan news
  media), Forgery +7, Gather Information +4, Hide +8,
  Knowledge (Greater Javin) +13, Pilot +15, Read/Write
  Lutrillian, Read/Write Notho, Repair +15 (+17 computers),
  Sign Notho, Speak Lutrillian.
  Feats: Gearhead, Spacer, Starship Operation (Space
  Transport), Weapon Group Proﬁciency (blaster pistols,
  simple weapons, vibro weapons).
  Fannis Gult
  Mining Guild lifers like to say that their hearts pump liquid
  havod, and Fannis Gult certainly ﬁts the bill. An imperious
  woman from Coruscant with a steel-gray buzz cut and hard
  eyes, Gult is a veteran Guild Enforcer determined to ﬁnd out
  where the missing rawmat transports have gone and who
  took them. Fannis has a squad of lesser Enforcers, a team of
  slicers, and virtually unlimited credits at her disposal, but
  what she doesn’t have is a feel for the Greater Javin. After
  several false starts in her investigation, she’s reluctantly
  decided to enlist local help, but her impatience will soon
  lead her away from Isde Naha and into the heart of the
  investigation.
  Gult has an entire datapad of information about FiggEx
  and its suspected misdeeds, and she’ll jump at any chance
  to link the ﬁrm with the trouble in the region. Her particular
  obsession is FiggEx’s rumored “black ops” program and the
  role FiggEx Security might play in such schemes. In tracing
  ﬁnancial transactions in the Greater Javin, her slicers keep
  stumbling across one name: Barseth Gynes. Gult is quickly
  becoming obsessed with putting a face to that name.
  Gult is assisted by 24 Guild Enforcers: eight low-level
  spies and 16 mid-level thugs. (For stats, refer to Chapter 14
  of the revised core rulebook.)
  Fannis Gult: Female Human Scoundrel 5/Soldier 5; Init
  +5; Defense 20 (+9 class, +1 Dex) or 25 (+9 class, +1 Dex,
  +4 armor); Spd 10 m; VP/WP 44/11; Atk +8/+3 melee (1d6
  stunning, stun baton), +9/+4 ranged (3d8, heavy blaster
  pistol); SQ illicit barter, lucky 1/day, precise attack +1; SV
  Fort +5, Ref +6, Will +3; FP 0; DSP 1; Rep +4; Str 10, Dex
  13, Con 11, Int 14, Wis 12, Cha 10. Challenge Code E.
  Equipment: Heavy blaster pistol, stun baton, combat
  jumpsuit, comlink, datapad.
  Skills: Bluff +16, Computer Use +13 (+15 scan news
  media), Disguise +9, Gather Information +11, Intimidate
  +16, Knowledge (mining operations) +12, Pilot +10, Sense
  Motive +13, Tumble +11 (+8 in armor).
  ROUGH AND TUNDRA
  006
  There is an old adage among pirates who are forced to “go
  belowdecks”: The greatest trick the Sith ever played was convinc-
  ing the Jedi Council that they no longer existed. After the
  Malachite Scent score, Clabburn vanished, and the current
  Clabburn—though supremely qualiﬁed to take his father’s place—
  isn’t the Clabburn of legend.
  Clabburn the Elder has dropped so far off the map that many
  take him for dead. Is that true, or part of the Mugaari’s plan?
  EXPANDING THE ADVENTURE
  
  Feats: Armor Proﬁciencies (Light, Medium, Heavy),
  Improved Initiative, Persuasive, Point Blank Shot, Skill
  Emphases (Bluff, Gather Information), Trustworthy, Weapon
  Group Proﬁciency (blaster pistols, blaster riﬂes, heavy
  weapons, simple weapons, vibro weapons).
  Mapes Shaywa
  Mapes Shaywa doesn’t look like much—he’s blank-featured
  and plain, and he wears the ﬂat grays and browns of a mid-
  level Mexeluine salaryman—but he is smart and fearless
  under ﬁre. He knows the Greater Javin’s corporate castles
  and its shadowports, and he’s equally at ease addressing a
  Darlyn Boda bullyboy or a Gerrenthum executive. As a
  FiggEx Security operative, Mapes has been entrusted with
  cracking the pirate ring and saving his company’s good
  name. Or so he says.
  The players will likely think so: They should encounter
  Mapes and his band of 12 security professionals (typically
  Scoundrel 2/Soldier 2) early in their hunt for Salmakk and
  Clabburn. If Mapes senses that the players are on the
  pirates’ trail, he’ll be quick to offer his help and back the
  offer up with credits and muscle. But Mapes is no mere
  FiggEx operative. He’s secretly the chief of FiggEx Security
  and a key member of FiggEx’s black-ops squad. His goal is
  to eliminate not just Salmakk and Clabburn, but also all
  links between the pirates and the FiggEx money that he
  supplied under the nom de guerre of Barseth Gynes. Those
  links could easily include the heroes and anyone else who
  gets too close to the truth.
  Mapes Shaywa: Male Human Scoundrel 8/Soldier 4; Init
  +6; Defense 23 (+11 class, +2 Dex); Spd 10 m; VP/WP
  80/12; Atk +12/+7 melee (2d6+2, vibroblade or 1d6+2,
  unarmed), +12/+7 ranged (3d8, heavy blaster pistol); SQ
  illicit barter, lucky 2/day; SV Fort +7, Ref +9, Will +4; FP 0;
  DSP 2; Rep +4; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha
  13. Challenge Code F.
  Equipment: Heavy blaster pistol, vibroblade, comlink,
  datapad.
  Skills: Bluff +15, Diplomacy +14, Disguise +14 (+16 if he
  knows he’s observed), Gather Information +17, Intimidate
  +18, Knowledge (Greater Javin) +15, Move Silently +15,
  Read/Write Lutrillian, Read/Write Notho, Search +14, Sense
  Motive +16, Sign Notho, Speak Lutrillian.
  Feats: Armor Proﬁciencies (Light, Medium, Heavy), Heroic
  Surge, Improved Initiative, Martial Artist, Power Attack, Skill
  Emphases (Gather Information, Sense Motive), Weapon
  Group Proﬁciency (blaster pistols, blaster riﬂes, heavy
  weapons, simple weapons, vibro weapons).
  Treva Horme
  The primary saleswoman for Planet Dreams, Inc., Treva
  Horme is a hard-working Lutrillian female who has become
  a respected member of the Cloud City business community.
  She also serves as her ﬁrm’s executive planner, wielding a
  great deal of clout in her industry.
  Planet Dreams’ primary business is the construction of
  vacation villas in unsettled but habitable worlds throughout
  the Greater Javin (with a satellite ofﬁce opening soon in the
  Tingel Arm). The company makes a small fortune locating,
  obtaining, and marketing breathtaking parcels of real estate
  throughout their territory, and custom-designing vacation
  retreats for the most afﬂuent beings.
  Prospective clients in search of the “perfect” spot for a
  vacation retreat often seek Treva; her expertise in the ﬁeld is
  virtually unmatched. She is credited with the development
  and sale of the Tagge family’s Doaskin compound, and she
  sealed the deal on Lynciro Corp’s “Master of Coins” private
  resort on Togominda. Figg corporate ofﬁcers are especially
  loyal to Planet Dreams because of the revenue Horme’s work
  helps to generate in the region.
  Treva Horme: Female Lutrillian Diplomat 8; Init +0;
  Defense 12 (+2 class); Spd 10 m; VP/WP 0/8; Atk +3 melee
  (1d3, unarmed strike), +5 ranged (3d4, hold-out blaster); SQ
  none; SV Fort +1, Ref +2, Will +6; FP 0; DSP 0; Rep +4; Str
  9, Dex 10, Con 8, Int 14, Wis 12, Cha 15. Challenge Code A.
  Equipment: Hold-out blaster pistol, comlink, datapad,
  general access pass (Cloud City).
  Skills: Bluff +7, Computer Use +8, Diplomacy +16,
  Knowledge (Greater Javin) +14, Profession (Real Estate) +11,
  Read/Write Basic, Read/Write Lutrillian, Sense Motive +11,
  Speak Lutrillian, Speak Rodian.
  Feats: Dodge, Skill Emphasis (Diplomacy), Skill Emphasis
  (Profession [Real Estate]), Weapon Group Proﬁciency
  (blaster pistols).
  Solomahal
  A grizzled veteran of the Clone Wars, Solomahal is now a
  drifter who plies the Outer Rim. Well-known in mercenary
  and veteran circles in the years following the Wars, by the
  Rebellion Era the old Lutrillian has outlived most of his
  peers and is viewed as a rough drifter with a quick draw and
  stable piloting hand.
  Solomahal bases his solo operations from Mos Eisley on
  Tatooine (where he can avoid Imperial persecution for
  infractions in his freelance career), but regularly does busi-
  ness in the Greater Javin. His Republic pension has been
  frozen and all assets conﬁscated, but despite that, he
  manages to make a fairly good living as a scout-for-hire.
  Often, his assignments involve helping people escape
  Imperial or criminal enforcers.
  A capable and conﬁdent father ﬁgure, Solomahal is a
  cagey and hardened veteran of the spacelanes.
  Solomahal: Male Lutrillian Soldier 8/Fringer 4; Init +7 (+3
  Dex, +4 Improved Initiative); Defense 23 (+10 class, +3
  Dex); Spd 10 m; VP/WP 84/14; Atk +9/+4 melee (2d6+1
  vibroblade), +11/+6 ranged (3d8, heavy blaster pistol); 
  ROUGH AND TUNDRA
  007
  Mapes can provide a surprising endgame by helping the players
  capture Salmakk and Clabburn and then turning on them.
  (Perhaps the pirates have slicers of their own, and Mapes is a
  match for their sole voiceprint of Barseth Gynes.)
  If the players somehow turn the tables on Mapes and reveal
  FiggEx’s plot, they may be startled to hear weeks later that the
  security chief has been killed in a trafﬁc mishap on Gerrenthum
  while on the way to court. Perhaps this is true, but then again . . .
  EXPANDING THE ADVENTURE
  
  SQ barter, jury-rig +2; SV Fort +9, Ref +11, Will +3; FP 0;
  DSP 0; Rep +8 (+5)*; Str 12, Dex 15, Con 13, Int 10, Wis 11,
  Cha 14. Challenge Code F.
  Equipment: Heavy blaster pistol, vibroblade, YV-888
  freighter (QuadStar).
  Skills: Bluff +17, Diplomacy +12, Gather Information
  +15, Hide +14, Intimidate +11, Knowledge (Military) +12,
  Knowledge (Mos Eisley underworld) +4, Listen +6, Move
  Silently +7, Pilot +10, Read/Write Durese, Read/Write
  Lutrillian, Repair +3, Search +4, Speak Durese, Speak
  Lutrillian, Speak Sullustese, Spot +7, Survival +8.
  Feats: Armor Proﬁciencies (light, medium, heavy),
  Alertness, Fame, Leadership, Martial Artist, Point Blank Shot,
  Skill Emphasis (Knowledge: Military), Spring Attack, Weapon
  Group Proﬁciency (blaster pistols, blaster riﬂes, heavy
  weapons, simple weapons, vehicle weapons, vibro weapons),
  Whirlwind Attack.
  * NOTE: Solomahal is well known during the Rise of the
  Empire era, but his reputation and renown diminish consid-
  erably as the Rebellion Era continues. By the time of the
  Battle of Yavin, few people have any knowledge of him.
  Sergeant Taray
  A cunning, aging Nothoiin male, Sergeant Taray is one of a
  handful of non-Human Wing Guards on Cloud City. Raised
  in the lawless marshlands of Bavva’s Kaniti province, Taray
  has no qualms about breaking some of Cloud City’s laws to
  enforce the spirit of those laws. Speak ill of the baron-
  administrator, and Taray will ﬁnd a reason to cite you.
  Speed on the Lower Ring Expressway, and you’ll spend the
  night in the worst brig of Port Town. He is especially harsh
  on visitors to Cloud City—those loud and garrulous off-
  worlder types who slip into the City, make a ruckus, and
  think they can just slip out again.
  The more monied clients of Cloud City have ﬁled numer-
  ous complaints against the hard-bitten ofﬁcer, as he cites
  and detains them along with everyone else. He has no
  regard for inﬂuence or clout, but only for the safety and
  security of his fellow citizens. During the early years of the
  Rebellion Era, Taray chafed at the inefﬁciency and corrup-
  tion of the Wing Guard and was often derided by his
  less-than-scrupulous co-workers.
  In the years after the Empire’s occupation of Cloud City,
  Taray found employment with local private security ﬁrms,
  but he ultimately grew disenchanted with Cloud City’s
  decline under Imperial captain Treece. He headed deeper
  into the Greater Javin, looking for work.
  Sergeant Taray: Male Nothoiin Soldier 6/Ofﬁcer 2; Init
  +1 (+1 Dex); Defense 12 (+2 Class); Spd 10 m; VP/WP
  30/10; Atk +6/+1 melee (1d6, baton), +7/+2 ranged (3d6,
  blaster pistol); SQ leadership; SV Fort +6, Ref +5, Will +6;
  FP 0; DSP 1; Rep +6; Str 12, Dex 14, Con 13, Int 13, Wis
  12, Cha 10. Challenge Code D.
  Equipment: Blaster pistol, baton, comlink, datapad.
  Skills: Astrogate +7, Bluff +10, Computer Use +8,
  Demolitions +7, Diplomacy +8, Gather Information +11,
  Intimidate +12, Read/Write Notho, Repair +5, Pilot +7,
  Sense Motive +5, Sign Notho, Speak Ugnaught, Survival +5.
  Feats: Armor Proﬁciencies (light, medium, heavy), Dodge,
  Martial Arts, Mobility, Persuasive, Point Blank Shot, Skill
  Emphasis (Gather Information), Starship Operation (Space
  Transport), Weapon Group Proﬁciency (blaster pistols,
  blaster riﬂes, heavy weapons, simple weapons, vehicle
  weapons, vibro weapons).
  Sheryc Seka
  A competent weapons smuggler and thief, Sheryc Seka is a
  tall Yarkora female with a well-earned reputation for
  “acquiring” difﬁcult-to-ﬁnd hardware. Looking for a vintage
  Trandoshan-ﬁtted MerrSonn triple-sling Blackout? Sheryc’s
  the one to contact. From untraceable street models to Class
  4 heavy weaponry, Sheryc can get just about anything—for
  the right price.
  Sheryc often works with the pirate Salmakk, as the Mon
  Cal provides her with bulk weaponry. In exchange, she
  “scrubs” his ill-gotten guns so they cannot be traced to the
  source. Their relationship has been mutually beneﬁcial for
  over a decade. When she’s not at Salmakk’s base, Sheryc
  hangs out on Darlyn Boda, where she keeps her ears open
  for people asking too many questions about her boss.
  During the New Jedi Order era, Sheryc’s refusal to cooper-
  ate with the Peace Brigade damaged her business and her
  underworld credibility. But the Republic needs weapons,
  too—perhaps they’d be interested in some Ando shellcrusher
  carbines? They just might do the trick against that pesky
  vonduun crab armor.
  Sheryc Sheka: Female Yarkora Scoundrel 6; Init +4 (+4
  Improved Initiative); Defense 18 (+8 class); Spd 10 m;
  VP/WP 34/10; Atk +5/+10 melee (1d3+1, punch), +6/+1
  ranged (3d6, blaster pistol); SQ illicit barter, lucky 2/day,
  precise attack +1; SV Fort +3, Ref +8, Will +4, FP 0; DSP 0;
  Rep +3; Str 12, Dex 10, Con 10, Int 14, Wis 13, Cha 15.
  Challenge Code C.
  Equipment: Blaster pistol, forged IDs.
  Skills: Appraise +9, Astrogate +8, Bluff +13, Computer
  Use +6, Craft (Mechanical Tools) +4, Craft (Personal
  Weapons) +4, Diplomacy +6, Forgery +11, Gather
  Information +14, Hide +6, Knowledge (Weapons) +13,
  Knowledge (Customs laws) +6, Knowledge (Streetwise) +7,
  Listen +5, Pilot +9, Read/Wrote Yarkora, Repair +9, Sense
  Motive +6, Speak Yarkora, Spot +7.
  ROUGH AND TUNDRA
  008
  Ask Solomahal, and he’ll deny it. Research the Imperial Archives,
  and they’ll refute it. But ﬁnd one of the grizzled old spacers who
  remember (or better yet, served in) the Clone Wars, and they’ll
  tell you: That surly Lutrillian sitting in the cantina is General
  Solomahal, liberator of the Wode, crusher of the Sun Guard’s 2nd
  Regiment, and Clone Wars hero.
  A character who befriends the general and earns his trust might
  be taken into his conﬁdence and learn of battles and lore long
  suppressed by the Empire. But with such a ﬁnd comes the danger
  of being associated with one of the Empire’s Most Wanted, a
  being not only hiding from Palpatine’s troops, but also from
  scores of hunters dispatched by inﬂuential Core families. What
  secret does Solomahal hold that so many wish him dead?
  “WELL, LOOK AT YOU, A GENERAL!”
  
  009
  Feats: Improved Initiative, Point Blank Shot, Skill
  Emphases (Astrogate, Bluff), Improved Initiative, Persuasive,
  Starship Operation (Space Transport), Weapon Group
  Proﬁciency (blaster pistols, simple weapons).
  Locations
  Rumor has it that Salmakk and Clabburn may be staging
  from a hideout in the Hoth Asteroid Field or on the snow
  planet itself, though pinpointing the exact coordinates
  could prove as difﬁcult as ﬁnding a bubble in an ocean.
  Depending on their afﬁliation, the heroes may get their
  start on corporate Gerrenthum or seedy Darlyn Boda, or
  they may visit those planets to dredge up clues to the
  villains’ whereabouts. If other parties are vying to claim the
  pirate bounty, it might be wise for the heroes to sabotage
  their competitors at the outset.
  Hoth
  Prior to the arrival of the Alliance, Salmakk’s headquarters
  lay deep within a subzero cave on this forgotten ice planet.
  Codenamed Hardfrost, it consisted of a voluminous central
  cavern rimmed with icicles where Salmakk’s crew parked
  their pirate craft and stashed their stolen booty. Smaller
  tunnels branched off from the hangar but led to nothing
  more interesting than storage units—Salmakk’s crew always
  slept aboard their parked ships. The base boasted no ﬁxed
  defenses, but thanks to a sophisticated sensor package,
  Salmakk could have E-web cannons on the ground and
  starﬁghters in the air at the ﬁrst sign of trouble.
  A second auxiliary base, codenamed Iceglaze, existed to
  harvest lumni-spice fungus from a nearby dragon-slug
  warren. One could approach this tiny outpost only through
  the maze of dragon-slug tunnels, and it was said that
  Salmakk and his pirates knew the only safe route. Han Solo
  and Luke Skywalker’s destruction of Hardfrost Base forced
  Salmakk from Hoth, and the Rebel Alliance constructed Echo
  Base partially from the remnants of Salmakk’s former HQ.
  During an adventure set prior to the Battle of Hoth,
  Salmakk and Clabburn may be staging from Hardfrost Base,
  though ﬁnding their location will prove difﬁcult. (The
  Rebels haven’t yet moved in and made the snowﬁelds a
  famous battle site.) Post-Hoth, the two villains could be
  hoping to get the lumni-spice business hopping again by
  reactivating the dormant Iceglaze Base. If the heroes run
  into a nest of ﬁre-breathing dragon-slugs, trigger-happy
  pirates will be the least of their worries.
  Hoth Asteroid Field
  The asteroid belt is where Clabburn shines. The canny
  Mugaari was practically raised in zero-gee and views Hoth’s
  whirlwind of spinning rock as nature’s proof that chaos will
  always triumph over order. A secret base drilled into the
  nickel-iron core of one of the larger asteroids is where
  Clabburn plots the raids that will make him an even bigger
  scourge of the spaceways than his infamous father. It is
  known as Airtight Base for its impregnable security.
  The asteroid ﬁeld is infested with thousands of space
  slugs, some of them released there decades earlier by
  Clabburn the Elder to discourage intruders. In caves ﬂanking
  the entrance to Airtight Base, the current Clabburn has
  secreted his pet space slugs, which are trained to attack any
  ship if given an ultrasonic signal by Clabburn or his crew.
  Freighter-sized vents hidden beneath a rock formation
  resembling a volcanic cap serve as the only entrances to
  Airtight Base. What few know is that the cap is rigged to
  explode at the touch of a button, ﬁlling space with ﬁre and
  chunks of shrapnel that could riddle a Star Destroyer with
  holes. Ships passing through the tunnel leading from the
  rock cap to the interior base are tracked by motion-activated
  turbolasers. All areas of Airtight Base can vary their gravity
  without warning (zero to two gees), and most sections can
  seal themselves off and vent their atmospheres into space.
  Clabburn’s Airtight Base is appropriate for use in any era.
  An adventure set eight years after the Battle of Endor will
  have to account for the presence of Hutt mining and
  construction efforts in the belt as Durga the Hutt assembles
  the Darksaber superweapon.
  Darlyn Boda
  The Mining Guild has set up a temporary ofﬁce on Darlyn
  Boda, hoping to hire a group of smugglers or bounty
  hunters to go after Salmakk and Clabburn. The planet’s mix
  of savage jungles and lawless cities makes for a volatile brew.
  The rain-slicked awning of Pepper’s Pax glistens between
  a pawnshop and a mortuary at the end of a muddy alleyway
  in Darlyn Boda’s largest city. This combination restaurant
  and tavern is the gathering place of choice for scoundrels of
  More than 50 meters long and capable of spitting gouts of ﬂame,
  the dragon-slug is in the top tier of the galaxy’s most dangerous
  animals. Its snakelike body is covered with a rugged, mottled
  hide (except for its smooth white belly), and stumpy, vestigial
  legs extend from its trunk approximately every 3 meters.
  Dragon-slugs are solitary animals who live underground, though
  clusters of them sometimes are found around a ready food
  source. The creatures are omnivorous and will devour tres-
  passers, but their favorite food is the phosphorescent fungus
  known as lumni-spice. Dragon-slugs are found on Hoth and
  other worlds throughout the galaxy.
  Dragon-slug: Arctic predator 12; Init –1; Def 16 (+15 natural,
  –8 size, –1 Dex); Spd 20 m, burrow 10 m; VP/WP 328/41; Atk +4
  melee (2d6+10, slam) or +4 melee (4d8+10, bite) or +3 ranged
  (3d10, ﬂaming breath); SQ breathe ﬁre, DR 15 (with exception of
  underbelly), low-light vision, swallow whole; SV Fort +8, Ref +4,
  Will +4; SZ C; Rep +3; Str 31, Dex 8, Con 41, Int 3, Wis 13, Cha 9.
  Challenge Code G.
  Special Qualities: Fire-Breathing—The dragon-slug can spew
  a jet of ﬁre at its enemies once every 1d6+2 rounds, dealing 3d10
  points of damage. Anyone caught in the path of the ﬂames can
  attempt a Reﬂex save (DC 20) for half damage.
  Damage Reduction—The dragon-slug has a tough hide and is
  highly resistant to injury (DR 15). Its underbelly, however, is much
  softer and hits in this area receive no modiﬁcation for damage
  reduction.
  Skills: Intimidate +14, Listen +8, Move Silently +4, Spot +8.
  Feats: Power Attack.
  DRAGON-SLUG
  ROUGH AND TUNDRA
  
  every allegiance. Pepper’s has only two rules, enforced by
  the establishment’s quill-covered bouncers: no quarrelling
  and no sissies. The latter rule requires all newcomers to eat
  a mouthful of ﬁrespice vegetable pods; those who fail the
  requisite Fortitude check will be rudely dumped out the
  door. Patrons regard Pepper’s Pax as neutral ground, and it’s
  always a good spot to ﬁnd information brokers. Sheryc
  Seka, a Yarkora in Salmakk’s employ, often sits at a quiet
  back table keeping an eye on new arrivals.
  Another way to get information while on Darlyn Boda is
  to hire a local haruspex, who will perform a mystical read-
  ing while viewing the guts of a freshly killed toccat. Unlike
  typical “prophecies” cooked up by charlatans and swal-
  lowed by fools, the readings of haruspexes are highly
  speciﬁc and amazingly accurate. However, it’s rare that a
  haruspex has toccats penned up and ready for sacriﬁce
  (and the price for these captive animals is exorbitant). The
  heroes will most likely have to embark on a toccat-hunt in
  the deepest thickets of the jungle if they wish to obtain an
  entrail reading.
  Gerrenthum
  Gerrenthum is a Figg world, and any heroes on the Figg
  payroll (or friendly with the Figg family) can get almost
  anything they want. Anyone else will quickly discover that
  this bustling megalopolis can be very unfriendly to
  outsiders.
  The corporate headquarters of the Figg empire is a blister
  of white steel and blue transparisteel sitting at the epicenter
  of concentric ofﬁce rings. Access is restricted to employees
  and pre-cleared guests, and those who visit Figg HQ are
  subjected to subtle shifts in ambient noise and oxygen
  levels designed to break their concentration during business
  negotiations. The Figg databanks, contained within a cryo-
  cooled sub-basement, are voluminous and surprisingly
  vulnerable to slicers. The Lutrillian loner called Solomahal
  haunts the taverns in Gerrenthum’s industrial district, but
  only at night. He claims to have a foolproof method for
  inﬁltrating the Figg building.
  Any team of experts hired by the OJC or FiggEx will have
  their meals and accommodations provided free of charge
  while on Gerrenthum. They will also be able to petition the
  corporate ofﬁce for the loan of advanced weapons, speeders,
  or powered armor, provided they can convince their employ-
  ers of a pressing need. Outsiders on Gerrenthum will receive
  no help from Figg and will ﬁnd themselves harassed by the
  local constabulary if they fail to mind their own business.
  Bespin
  In Cloud City’s squalid mid-level district of Port Town,
  information changes hands, spice is sold under the table,
  and gamblers partake in the kind of games that don’t go on
  in the tourist casinos. Port Town is no place for the naïve,
  and it can be quite dangerous for those with reason to fear
  the Hutts. Several Hutts control most of the action in Port
  Town, and they have been itching to wipe Salmakk and
  Clabburn from the Ison Corridor for months. 
  A group of adventurers with Hutt connections may ﬁnd
  themselves in Cloud City’s Port Town at the start of the
  adventure. Others may wish to visit due to Bespin’s proxim-
  ity to Salmakk and Clabburn’s rumored hideout at Hoth.
  Heroes in Cloud City must watch out for the vigilant
  Sergeant Taray, who will detain them for any infraction,
  including expired paperwork and spitting on the sidewalk.
  Treva Horme, Lutrillian saleswoman for Planet Dreams,
  operates from an ofﬁce in Cloud City and claims to know
  the truth about FiggEx’s dirty dealings.
  Many locals claim to have a lead on the two pirate kings’
  whereabouts, and the Ugnaught union halls are usually the
  best places to get up to speed on the scuttlebutt. The Port
  Town union halls belonging to the Irden, Botrut, and Isced
  tribes of Ugnaughts are ﬁlled with hard-drinking workers
  just off their Tibanna shifts. Glor Jal, a vocal (and corrupt)
  Ugnaught union leader, is suspicious toward non-
  Ugnaughts but can be bribed with a shot of Corellian lum.
  (For more on Bespin, see the Star Wars Roleplaying Game
  accessory Geonosis and the Outer Rim Worlds.)
  ROUGH AND TUNDRA
  0010
  A member of Clabburn and Salmakk’s pirate gang (possibly Sheryc
  Seka, detailed above) has gone on the run, carrying a fortune in
  stolen artwork. Fearful of capture by the heroes and retaliation
  from her employers, she has gone to ground among the
  mammoth machines that roll across the face of Lutrillia. The
  heroes must locate their quarry in Lutrillia’s wheeled cities, facing
  opposition from local powerbrokers and Lutrillian thugs bribed to
  protect the fugitive.
  EXPANDING THE ADVENTURE
  The reading of a haruspex may contain much more information
  than is immediately useful for pursuing Salmakk and Clabburn.
  These facts can be used to set the heroes on the path to their next
  adventure, or to lead them down a wild goose chase that lands
  them in hot water with an old enemy. If the details of their readings
  don’t pan out, haruspexes have been known to shrug and say,
  “Always in motion is the future . . .”
  EXPANDING THE ADVENTURE
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 08-10) - Yavin - Rough and Tundra.pdf