TEXT: By Sterling Hershey
  Talnar’s Rescue
  A Star Wars Miniadventure
  
  TALNAR’S RESCUE
  002
  DESIGN
  STERLING HERSHEY 
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  BART CARROLL 
  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
  In “Talnar’s Rescue,” the heroes are assigned to rescue
  Talnar, a Rebel agent who crash-landed on Naalol, a
  sparsely populated planet of the Mid Rim. Little is known
  about the planet and less about Talnar’s current situation.
  “Talnar’s Rescue” is a Star Wars Roleplaying Game
  adventure set during the Rebellion era and is designed for
  six 3rd-level or four 4th-level Rebel heroes. It can be used as
  part of an existing Rebellion era campaign or adjusted for
  campaigns in other eras. This scenario ﬁrst appeared in Star
  Wars Gamer #5 but has been updated to reﬂect the revised
  game rules.
  If you plan to play a character in this adventure, don’t
  read any further. The information below is meant for the
  Gamemaster’s eyes only. 
  Getting Started
  The heroes belong to an active Rebel cell or are agents
  who have worked together before. Conversely, they might
  be a team newly assembled for this mission. They should
  be provided with transport if they do not have a ship of
  their own.
  Adventure Background
  Talnar is an active Rebel procurement agent who was
  returning to base with a shipment of droids. Over the planet
  Naalol, an Imperial customs cruiser attacked his ship. The
  ensuing battle left both ships critically damaged. Talnar
  managed to crash-land on Naalol, leaving the Imperials
  stranded in orbit, unable to land.
  The Oquan, a group of local bounty hunters short on
  cash but not initiative, observed the battle from the planet’s
  surface. Recognizing an opportunity, they sent an airspeeder
  to Talnar’s crash site, intent on capturing Talnar and selling
  him to the Imperials for a few quick and easy credits.
  The Oquan discovered Talnar alive and full of ﬁght.
  Another brief battle ensued. The Oquan managed to subdue
  the agent, but not before he wrecked their speeder. Since
  Talnar’s ship was a total loss, the opportunistic bounty
  hunters were forced to call for a ride from their compan-
  ions. A quick search of Talnar’s hold made them call for a
  few extra cargo skiffs.
  Customizing the Adventure
  Here are some ideas for modifying the adventure for other
  hero types or eras:
  • Instead of Rebels, the heroes might be a group of
  bounty hunters hired to retrieve Talnar, a smuggler
  who has run into bad luck with a customs agent. Their
  employer wants Talnar and his cargo returned intact. In
  this case, local customs agents replace the Imperials in
  the adventure. This is suitable for any era.
  • The players take the Imperial side, competing against
  the Rebels. To play this option, you will need to
  convert some Imperial characters to Rebels, or you may
  create new ones.
  U.S., CANADA
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  This d20 System™ game utilizes mechanics developed for the new 
  DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, and Peter Adkison.
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  003
  Scene 1: The Briefing
  The heroes receive their brieﬁng from Captain Res Nels, a
  Human male. The brieﬁng can take place at the heroes’
  base, the local Rebel base, or any other private location you
  deem appropriate.
  Captain Nels entertains a few questions. Above all, he
  stresses how little time the heroes have and encourages 
  them to leave as soon as possible. Nels can provide the
  following additional information:
  Naalol: The planet is a sparsely inhabited terrestrial world
  with few spaceports or major cities. There is a small Imperial
  presence. The inhabitants do not interfere with the regional
  government, keeping mostly to themselves. It’s a backwater
  planet, but reasonably modern with little organized crime.
  The Naalol system has two other uninhabited planets, both
  in orbits extremely close to its star.
  Talnar: The Rebel agent is a procurement specialist. He is a
  human male of about 45 years. He typically works alone. A
  picture is provided.
  The crash site: The coordinates reveal Talnar went down
  in a mountainous region. It is late winter, so conditions
  could be difﬁcult. The heroes are provided with system and
  planetary maps.
  The Empire: There is a small garrison of about 30
  Imperial personnel on Naalol, but reinforcements could
  arrive at any time.
  The droids: Nothing more is known about them.
  Equipment: Nels can provide some basic equipment and
  transport, if necessary. Anything overly expensive or rare is
  left up to the heroes to acquire as best they can.
  Communications: Nels provides a comlink through
  which the Rebels may be contacted via the spy satellite.
  However, he instructs the heroes to use it sparingly, as each
  use might reveal the satellite’s presence to the Imperials.
  Captain Nels enters the room in a hurried manner. He
  quickly takes a seat and pulls out a battered datapad.
  He punches a few keys and says, “I have a mission for
  you. We received this report from the Naalol System.”
  He sets a holoprojector on the table and activates it.
  An unfamiliar light freighter ﬂashes by, pursued by a
  Guardian-class Light Cruiser. A brief but spectacular
  battle ensues. The freighter pilot’s skills are impressive,
  and his ship’s armaments are clearly more than the
  Imperials bargained for. They are evenly matched, as
  shot after shot hits home. In one ﬁnal volley, both
  ships are critically damaged. The freighter descends to
  the planet below. The Imperials are adrift, engines
  disabled and hull heavily damaged.
  “The freighter is one of ours, called the Golden
  Jewel. Its captain is Lieutenant Talnar, one of our
  agents. We believe he dropped out of hyperspace to
  transmit a message via our communications satellite in
  the system. Either he had no chance to transmit or he
  didn’t want to tip off the Imperials to our satellite’s
  presence. If his mission was successful, he was return-
  ing to base with a cargo of droids.”
  “The Golden Jewel crashed on Naalol. We have the
  coordinates from the satellite. We want you to bring
  Talnar and the droids back to us. He doesn’t have
  much time. The Empire will send for reinforcements
  soon. You must get to Talnar before they do.”
  TALNAR’S RESCUE
  003
  
  Scene 2: To the Rescue
  When the heroes arrive in the system, their scans indicate
  some light starship trafﬁc in the area. There is no sign of
  the damaged Guardian-class Light Cruiser or any Imperial
  vessels.
  As the heroes approach Naalol, Spaceport Control hails
  them. The controller asks them if they need landing
  coordinates, though in no way implies they are necessary.
  A successful Knowledge (spacer lore) check (DC 15)
  reveals that a landing permit is not necessary on Naalol.
  If no hero has an appropriate Knowledge skill, a success-
  ful Sense Motive check (DC 20) makes it clear that the
  controller is merely offering them a service and not
  giving them orders. Otherwise, let the players assume
  what they will.
  If the heroes say they are looking for the downed ship,
  the controller takes a greater interest in them and immedi-
  ately presses for more information. He requests that the
  heroes land at the spaceport in Rigton. If the heroes ignore
  this request, they have plenty of time to land elsewhere
  before any patrol craft reach them.
  If the heroes have alerted Spaceport Control that they
  are looking for a downed starship and choose to land at
  the spaceport, they are greeted by a squad of eight
  stormtroopers (six are armed with blaster riﬂes, two with
  light repeating blaster riﬂes). Unless the heroes attack
  them, the squad leader asks them a few questions and lets
  them go about their business. If the heroes choose to
  attack the stormtroopers, they automatically gain a
  surprise round, as the stormtroopers are not expecting
  trouble. If the heroes defeat them, they can commandeer
  a nearby transport.
  If the heroes’ ship lands at the spaceport and hasn’t
  drawn undue attention, the heroes can easily rent a land-
  speeder (100 credits/day) and, using the information
  provided by Captain Nels, reach the crash site in about two
  hours. A hero with the Trailblazing ability can attempt to
  shorten this time with a successful Survival skill check; the
  information provided by Nels gives the hero a +2 circum-
  stance bonus to this check.
  Imperial Stormtroopers (8): Male Human Thug 4;
  Init +0; Defense 11 (+1 class), DR 5; Spd 8 m; VP/WP
  0/12; Atk +5 melee (1d3+1, unarmed) or +4 ranged
  (3d8/19–20, blaster riﬂe); SQ Immunities (see below); SV
  Fort +5, Ref +1, Will +1; FP 0; DSP 1; Rep +1; Str 12,
  Dex 11, Con 12, Int 10, Wis 10, Cha 10. Challenge Code B.
  Equipment: Stormtrooper armor, blaster riﬂe, frag
  grenade, grappling hook, comlink, utility belt.
  Skills: Climb –1, Intimidate +2, Jump –1, Knowledge
  (politics) +2, Profession (stormtrooper) +2, Read/Write Basic,
  Search +1, Speak Basic, Spot +1.
  Feats: Armor Proﬁciency (light, medium, powered),
  Weapon Group Proﬁciencies (blaster pistols, blaster riﬂes,
  simple weapon).
  Immunities: Stormtroopers are immune to being bribed,
  blackmailed, seduced, or routed. Any such attempt auto-
  matically fails; no check or saving throw is necessary.
  TALNAR’S RESCUE
  004
  
  Imperial Nen-Carvon PX-7 Troop Transport
  Class: Ground (Tracked)
  Crew: 2 
  (Normal +2)
  Size: Gargantuan (13.25 m long)
  Initiative: –2 
  (–4 size, +2 crew)
  Passengers: 6
  Maneuvers: –2
  (–4 size, +2 crew)
  Cargo Capacity: 100 metric tons
  Defense: 12* 
  (–4 size, +6 armor)
  Speed: 60 m
  Shield Points: 0
  Maximum Velocity: 130 km/h
  Hull Points: 30
  (DR 10)
  Cost: Not available for sale
  *Vehicle provides three-quarters cover to its crew and passengers.
  Weapon: Twin light blaster cannon (ﬁre-linked); 
  Fire Arc: Turret; Attack Bonus: +0 (–4 size, +4 ﬁre
  control); Damage: 2d10; Range Increment: 100 m.
  The Crash Site
  If the heroes decide to land near the crash site, they
  discover the area is extremely rugged with high peaks and
  winding ridges. A strong winter storm passing through the
  area makes the approach even more hazardous. Fortunately,
  the crash site appears to be on the trailing edge of the
  front. The wind is very gusty, and it is snowing lightly. 
  The conditions complicate ﬂying, confound sensors, and
  hamper visibility.
  Whether they use their ship or a hover transport, the
  heroes can survey the area with a low pass, requiring a Pilot
  check (DC 10) to avoid crashing. Sensors or a successful
  Search skill check (DC 15) reveals that the Golden Jewel
  struck and skidded along a ridge, coming to rest in a ﬁssure
  halfway down a narrow valley. The wreckage of some kind
  of speeder lies near the ship. No one can be seen. Sensors
  don’t show any signs of life. A few large clearings within 60
  meters of the wrecks make suitable starship landing sites
  (landing requires a Pilot check against DC 10). If the heroes
  are using a surface transport, they can land within 20
  meters of the crash site.
  There is no one at the crash site. The Oquan have
  removed Talnar and the droids. The heroes can make a
  single Search check, with each member aiding the hero with
  the highest Search bonus, or they can break off into groups
  and make individual Search checks. It takes 30 minutes
  (divided by the number of groups searching) to scour the
  entire crash site. The level of success determines what they
  ﬁnd. Read all of the appropriate information below,
  depending on the heroes’ degree of success.
  To determine what the heroes ﬁnd at the crash site,
  compare their Search check result(s) to the following table:
  Result
  Information
  10–14
  There was a battle at the site. Blaster and grenade
  damage is apparent all around the speeder, plus
  inside and outside the ship. Talnar most likely
  survived, though he might be wounded. Talnar’s
  cargo is gone, although the damaged hold had to
  be cut open to remove it.
  15–20
  Many people have been in the area, leaving tracks
  throughout the ship and on the ground, all lightly
  covered by the recent snowfall. There are four
  medpacs and some basic tools aboard, but nothing
  of real value. There is little worth salvaging. The
  airspeeder—a MandalMotors Shadow V Combat
  Airspeeder—was destroyed by weapon ﬁre; it shows
  no sign of impact damage from a crash. It was a
  modiﬁed civilian craft, not an Imperial transport.
  20+
  Tracks lead to various points around the site, then
  disappear completely, most likely onto waiting
  speeders. Within the wreckage of the cockpit are two
  portable control pads. Both are heavily damaged,
  and neither seems to have anything to do with the
  ship. A successful Repair check (DC 10) or other
  appropriate skill check reveals they are droid control
  pads, likely for Talnar’s cargo. Neither works, though
  it might be possible to cannibalize parts from one to
  make the other operational.
  Imperial Patrol
  If the heroes decide to take 20 on their Search checks or spend
  more than 20 minutes at the crash site, they encounter an
  Imperial patrol of four biker scouts. While on their way to
  inspect the crash site, the patrol observed the heroes’ approach.
  Choosing to abandon their speeder bikes at the bottom of the
  valley, they’ve been making a slow ascent through the ﬁssure
  to sneak up on the heroes. One of the biker scouts will try to
  gauge the group’s numbers and strength, using the Hide and
  Move Silently skills as appropriate.
  The patrol’s main weapons are stealth and surprise. Their
  white armor also helps camouﬂage them in the blowing
  snow (+2 circumstance bonus to Hide skill checks), the cold
  weather mufﬂes sounds (–4 penalty to Listen skill checks),
  and the ground is difﬁcult terrain (movement is halved). The
  patrol has not reported in for fear of alerting the heroes
  TALNAR’S RESCUE
  005
  An hour of work and a successful Repair skill check (DC 15)
  reveals that the droid control pad will not work without obtaining
  several new parts (an encrypted multi-signal transmitter, mini-
  viewscreen, keypad, and indicator lights). If the check result is 20
  or more, the heroes also discover that the control panel contains a
  voice recognition package used to give verbal commands.
  Heroes searching for replacement parts for the droid control
  pad can easily ﬁnd shops selling all except the encrypted multi-
  signal transmitter. The transmitter, though legally obtainable, is
  uncommon. The heroes have a few options. They can try to ﬁnd a
  black market supplier (Gather Information check, DC 20), who
  takes three hours to locate, and pay him 1,000 credits for the
  device. Conversely, they can attempt to jury-rig a normal encryp-
  tion transmitter (Repair check, DC 22). Though they don’t know it
  at the time, this will only allow them to give identical orders to all
  the droids via the control pad.
  The heroes must enter the correct access code (Talnar knows it)
  or succeed at a Computer Use check (DC 20) to activate the pad.
  There is currently one voice pattern stored in the pad, but others
  can be added in 10 minutes with a successful Computer Use check
  (DC 15) once the pad has been activated. However, the droids can’t
  be activated or controlled until part 2 of “Talnar’s Rescue.”
  REPAIRING THE DROID CONTROL PAD
  
  with a comlink transmission. They’ll try to ambush the
  heroes as they exit the Golden Jewel. Make a Spot check for
  each hero and compare the result to a Hide check for the
  Imperials. Any heroes that fail do not act during the surprise
  round of this encounter. If the ﬁght turns against the
  scouts, one attempts to call in the situation.
  If the heroes quickly search the ship and depart, they do
  not encounter the biker scouts. The Imperials, however, have
  been alerted to the heroes’ presence. They’ll report in with a
  description of the group.
  According to the heroes’ intelligence brieﬁng, Rigton
  is the closest city to the crash site. If they are traveling
  on land, they encounter the Oquan before they reach
  Rigton (see Scene 3 below). If the heroes travel by star-
  ship, any hero monitoring the sensors locates the Oquan
  convoy with a successful Computer Use check (DC 15). If
  the heroes decide to leave Naalol, the mission is a fail-
  ure. It’ll be the last important mission they get for the
  Rebellion.
  If the heroes decide to check out the convoy, there are
  many opportunities to do so along the route. The rocky
  outcroppings of Mount Mogaar provide many places to hide
  and observe or ambush anyone on the road. If the heroes
  hurry, they might be able to reach the mountain before the
  convoy clears the storm.
  Imperial Biker Scouts (4): Male Human Thug 2/Scout
  2; Init +6 (+2 Dex, +4 Improved Initiative); Defense 15 (+2
  Dex, +3 class), DR 4; Spd 8 m; VP/WP 16/16; Atk +4 melee
  (1d4+1, knife) or +5 ranged (3d6, blaster pistol) or +5
  ranged (3d4, hold-out blaster); SQ Immunities (see below),
  trailblazing; SV Fort +8, Ref +4, Will +3; FP 0; DSP 1; Rep
  +0; Str 13, Dex 14, Con 16, Int 10, Wis 12, Cha 8.
  Challenge Code C.
  Equipment: Scout trooper armor (statistics given below),
  blaster pistol, hold-out blaster, ﬁeld kit, knife, 2 frag
  grenades, Aratech 74-Z speeder bike.
  Skills: Climb +6, Hide +4, Jump +6, Listen +3, Move
  Silently +4, Pilot +4, Read/Write Basic, Repair +2, Ride +7,
  Search +3, Speak Basic, Spot +4, Survival +3.
  Feats: Armor Proﬁciency (light, medium, powered), Track,
  Weapon Group Proﬁciencies (blaster pistols, blaster riﬂes,
  simple weapons).
  Immunities: Biker scouts are immune to being bribed,
  blackmailed, seduced, or routed. Any such attempt auto-
  matically fails; no check or saving throw is necessary.
  Scout Trooper Armor (Powered): Cost 6,000; DR 4;
  Maximum Dex Bonus +3; Armor Check Penalty –2; Speed 8
  m or 4 m; Weight 12 kg. The helmet, which is included in
  the armor’s cost, provides a +2 equipment bonus on Search
  and Spot checks.
  Scene 3: The Bridge
  The Oquan are familiar with the region. They are experi-
  enced bounty hunters and are not about to go walking into
  a potential ambush without checking things out. If the
  heroes decide to ambush or observe the Oquan, read the
  following:
  If the Oquan discover the heroes or are attacked, they try
  to escape as quickly as possible. If the heroes attempt to
  stop the Oquan convoy by creating a roadblock, read the
  following:
  Once the convoy clears the ﬁnal switchback up the
  mountain, the speeder bikes form a rearguard. The lead
  landspeeder and four hover trucks accelerate, trying to
  outrun their pursuers. If this proves impossible, the Oquan
  drop smoke bombs, hurl thermal detonators, and ﬁll the
  tunnel with blaster ﬁre as they ﬂee. Finally, the Mogaar
  Tunnel divides into multiple branches before it reaches
  Rigton. The various branches lead to different areas of
  town. The Oquan divide up. If the heroes are close enough,
  they can still pursue one or more speeders; otherwise, the
  chase is over.
  If a battle ensues for more than a minute (10 rounds),
  it attracts the attention of three nearby TIE ﬁghters (see
  Chapter 11 of the Star Wars Roleplaying Game core
  rulebook) sent to the area to aid the Imperial search. The
  TIE ﬁghters ﬁre only in self-defense as they close in for
  a better look. From the biker scout’s report, the TIE
  ﬁghters should be able to identify the heroes. If ﬁred
  upon, the patrol will attempt to disable as many craft as
  possible, delaying any escape until reinforcements arrive.
  The ﬁghters otherwise focus on stopping anyone from
  getting away.
  If at any point the heroes attempt to contact the convoy
  and negotiate a deal, the Oquan play things very close to
  the vest and remain highly suspicious of the group. They
  will not admit to having Talnar or the droids. They
  constantly watch the heroes, waiting for a surprise attack.
  They will not negotiate on the road, insisting instead on
  meeting in a neutral location in Rigton. The lieutenants,
  “Patch” and Selana, are blufﬁng and have no intention of
  dealing with the heroes.
  Oquan Lieutenants (2): Male and Female Human Scout
  4/Scoundrel 2/Bounty Hunter 2; Init +6 (+2 Dex, +4
  Improved Initiative; Defense 17 (+2 Dex, +5 class), DR 3;
  Spd 10 m; VP/WP 47/12; Atk +6/+1 melee (2d4, vibrodag-
  ger) or +8/+3 ranged (3d8, heavy blaster pistol); SQ
  Trailblazing, heart +1, uncanny dodge (Dex bonus to
  The convoy doesn’t slow down as it approaches the
  blocked section of roadway. The large armored hover
  trucks blast the roadblock with heavy weapons and
  barrel right through. The top hatches of both vehicles
  pop open, and four Humans wearing jet packs launch
  into the air.
  Late in the afternoon, a convoy consisting of one
  modiﬁed landspeeder and four armored hover trucks
  reaches a bridge spanning a canyon. Two speeder bikes
  deploy from one of the larger transports. Each bike
  carries a driver and a passenger. They zip across the
  bridge at high speed. Upon reaching the ﬁrst switch-
  back, the two passengers ﬁre their jet packs, launching
  themselves high in the air. Using sensor packs, the two
  hovering Humans sweep the area looking for any signs
  of pursuers.
  TALNAR’S RESCUE
  006
  
  Defense), illicit barter, lucky (1/day), target bonus +1, sneak
  attack +1d6; SV Fort +5, Ref +9, Will +6; FP 2; DSP 4; 
  Rep +3; Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10.
  Challenge Code D.
  Equipment: Combat jumpsuit, heavy blaster pistol,
  vibrodagger, Mitrinomon Z-6 jet pack (see below).
  Skills: Computer Use +11, Gather Information +10, 
  Hide +12, Intimidate +5, Listen +11, Move Silently +13,
  Pilot +12, Read/Write Basic, Repair +7, Search +8, Speak
  Basic, Spot +11.
  Feats: Armor Proﬁciency (light), Improved Initiative,
  Quick Draw, Track, Weapon Group Proﬁciencies (blaster
  pistols, blaster riﬂes, simple weapons, vibro weapons).
  Oquan (15): Male and Female Human Scout 4; Init +6 (+2
  Dex, +4 Improved Initiative); Defense 15 (+2 Dex, +3 class),
  DR 3; Spd 10 m; VP/WP 25/12; Atk +3 melee (1d4, knife)
  or +5 ranged (3d6, blaster pistol); SQ Trailblazing, heart +1,
  uncanny dodge (Dex bonus to Defense); SV Fort +3, Ref +4,
  Will +4; FP 1; DSP 1; Rep +1; Str 10, Dex 15, Con 12, 
  Int 13, Wis 14, Cha 9. Challenge Code C.
  Equipment: Combat jumpsuit, blaster pistol, knife,
  Mitrinomon Z-6 jet pack (see below).
  Skills: Computer Use +8, Gather Information +6, Hide
  +9, Intimidate +2, Listen +8, Move Silently +9, Pilot +9,
  Read/Write Basic, Search +4, Speak Basic, Spot +8.
  Feats: Armor Proﬁciency (light), Improved Initiative, Quick
  Draw, Track, Weapon Group Proﬁciencies (blaster pistols,
  blaster riﬂes, simple weapons).
  Mitrinomon Z-6 Jet Pack
  The Mitrinomon Z-6 jet pack is perhaps best known as the
  model used by the infamous bounty hunter Boba Fett. Though
  inexpensive to purchase, the Z-6 is costly to keep fueled.
  The Z-6 has enough lift to carry the user plus an additional
  100 kg. A fully charged fuel cell provides either 20 short
  bursts or enough fuel to travel 500 meters. One burst can
  carry the user up to 30 meters straight up or up to 60
  meters horizontally as a full-round action. Multiple bursts
  can be used to sustain movement in the same direction or
  hover in place, both of which are move actions that use a
  burst of fuel. Landing requires a successful Pilot check (DC
  12). If the user fails, he gets no actions for one full round
  while trying to regain his bearings.
  Cost: 300 (jet pack), 150 (fuel cell); Weight: 30 kg.
  Speeder Bikes (2)
  Use the Ikas-Adno 22-B Nightfalcon from Chapter 10 of the
  Star Wars Roleplaying Game revised core rulebook.
  TALNAR’S RESCUE
  007
  
  Modified SoroSuub LLS-3 Landspeeder
  (Lead Speeder)
  Class: Ground (Speeder)
  Crew: 2 (Skilled +4)
  Size: Large (4 m long)
  Initiative: +3 (–1 size, 
  +4 crew)
  Passengers: 4
  Maneuvers: +3 (–1 size, 
  +4 crew)
  Cargo Capacity: 50 kg
  Defense: 14* (–1 size, 
  +5 armor)
  Speed: 100 m
  Shield Points: 0
  Maximum Velocity:
  Hull Points: 22 (DR 5)
  200 km/h
  Cost: 12,000 (new), 5,000 (used)
  *Vehicle provides one-half cover to its crew and passengers.
  Weapon: Heavy repeating blaster; Fire Arc: Turret;
  Attack Bonus: +5 (+2 crew, –1 size, +4 ﬁre control);
  Damage: 4d8/19–20; Range Increment: 30 m.
  Modified Ubrikkian Speeder Truck 
  QL-2a Landspeeder (4)
  Class: Ground (Speeder)
  Crew: 2 (Skilled +4)
  Size: Huge (12 m long)
  Initiative: +2 (–2 size, 
  +4 crew)
  Passengers: 2
  Maneuvers: +2 (–2 size, 
  +4 crew)
  Cargo Capacity: 
  Defense: 11* (–2 size, 
  50 metric tons
  +3 armor)
  Speed: 70 m
  Shield Points: 0
  Maximum Velocity:
  Hull Points: 25 (DR 5)
  150 km/h
  Cost: 20,000 (new), 10,000 (used)
  *Vehicle provides one-half cover to its crew and passengers.
  Weapon: Heavy repeating blaster; Fire Arc: Turret;
  Attack Bonus: +5 (+2 crew, –1 size, +4 ﬁre control);
  Damage: 4d8/19–20; Range Increment: 30 m.
  An Unexpected Success?
  If the heroes manage to defeat the bounty hunters, they ﬁnd
  Talnar stunned and unconscious in the lead speeder. The
  Oquan hunters have packed all of Talnar’s droids into the
  four hover trucks. If the heroes rescue Talnar but not all of
  the droids, the Rebel will do all he can to convince them to
  obtain the droids. Continue to Scene 4: City Search, below.
  If the heroes get one or more of the droids, they cannot
  activate them without a working control pad. 
  Scene 4: City Search
  Once the Oquan bounty hunters reach Rigton, they quickly
  take secret tunnels to their hidden hideout. If the heroes follow
  them in a ground vehicle, the Oquan simply seem to disappear
  around a corner. No matter how hard they try, the heroes are
  unable to ﬁnd the concealed tunnel entrance the Oquan used.
  Rigton is a small city, built against a crescent shaped ridge.
  Tunnels honeycomb the mountainside, effectively giving the
  city two sets of streets—one above ground, one below. Fully
  half the city exists below ground, and many buildings have
  levels both above and below the surface. The tunnels are
  always busy, particularly during the winter months.
  With the exception of a few roads into the mountains,
  the main roads run down the valley to larger cities on the
  plains below. Like many cities on Naalol, Rigton is reason-
  ably self-sufﬁcient and isolated. There is no visible Imperial
  presence, although local ofﬁcials cooperate with the
  Imperials. Imperial law is enforced, if leniently.
  Rigton appeals to all kinds of isolationists: rich, poor,
  political refugees, criminals, and anyone who wants to be
  left alone. The criminal underworld tends to be just that—
  operating under the surface, within the tunnels. Except for
  a few isolated areas, they don’t dominate the city.
  Late in the evening, the storm reaches Rigton. Snow falls
  heavily and the wind is strong. Temperatures plunge to well
  below freezing. Most of the city’s inhabitants take to the
  tunnels, leaving the surface streets virtually deserted.
  Talnar is impossible to ﬁnd. If the heroes try looking for
  him or ask about the Rebellion, they get the cold shoulder.
  There are no Rebel operatives in Rigton, but you might want
  to invent one if the players need a hand or a favor. The
  Oquan, however, are infamous in Rigton. Everyone has heard
  of them, but few actually know how to contact them directly.
  Investigating the Oquan
  A Gather Information check provides the heroes with infor-
  mation about the Oquan. The level of success determines
  what they ﬁnd. Read all of the appropriate information in the
  following table, depending on the heroes’ level of success.
  Result
  Information
  5–9
  “The Oquan, huh? I know a few things about that
  greedy crew. Some of the best bounty hunters
  around here, to be sure. Well, they were, anyway. 
  I guess we’ll see how they come off now that
  there’s been a few changes. If you’re looking to hire
  them, talk to an info broker named Cotan. The best
  place to ﬁnd him is at Prit’s Free Pit.”
  10–14
  “They love money. They can’t get enough credits. They
  even wear it like a badge of pride. Take a look at one
  of ‘em and you’ll see a credit chip or coin stuck on
  their armor somewhere. It’s supposed to be the ﬁrst
  credit they earn when they join up. In fact, it’s the only
  credit they get from their ﬁrst job. Their Number-Two
  guy wears his on his eye patch. It’s disturbing to see.
  Like the credit’s looking at you.”
  15–19
  “They ﬂy really well, though. Not ships. I’m talkin’ jet
  packs, here. They add a whole ‘nother dimension to
  the Oquan’s tactics. You think you got ‘em cornered
  and BOOM! They shoot straight at you. Or up. Or
  whatever.”
  20–24
  “From what I hear, the Oquan took on a high-paying
  job to capture a Hutt. The Oquan succeeded, but
  we ﬁgure they lost a third of their people, ships, and
  equipment in the ﬁnal grab. I think they had to
  spend every credit ﬁxing themselves back up and to
  pay off some Hutts who were suddenly very inter-
  ested in seeing them eliminated.”
  25+
  “Since Rel Acoi took over, he’s been tryin’ to prove
  that the Oquan are still great. He’s quick on the
  uptake, and always after a quick credit, too. Acoi
  would like a little fame to go with his creds. He’s
  loud. He brags. He taunts. He loves to gloat over his
  captives. He’s always wavin’ his blaster around when
  he’s on a tirade. Don’t underestimate him.”
  TALNAR’S RESCUE
  008
  
  Scene 5: Prit’s Free Pit
  Prit’s Free Pit is a hole—literally. Located deep in Tunnel 329,
  the establishment is carved from the surrounding mountain.
  The raw, unﬁnished rock face matches the Pit’s clientele.
  Nominally a bar and restaurant, the Pit’s actual business is to
  serve as a neutral location for “sensitive” business deals. For
  a not-so-modest fee of 50 credits per person, the Pit
  provides a weapons-free environment for deals and discus-
  sions—over a drink or light meal, if so desired.
  Aveton Prit, the owner, is an Imperial informer. The local
  Imperial Security Bureau (ISB) operative, Nir Rinit, pays Prit
  well—so well, in fact, that the cash keeps Prit supplied with
  hi-tech surveillance and security gear. Prit uses the gear to
  monitor his clients and glean whatever information he can
  from them, then sells it. Prit’s favorite ploy is to plant
  recording devices on his servant droids.
  When the heroes arrive, Rinit is already inside. He knows
  that the heroes were poking around Talnar’s ship and
  believes they could lead him to Talnar. When the heroes
  reach the Pit, read the following:
  If the heroes ask about Cotan the information broker, a
  guard says he believes he’s still inside. If the heroes delay,
  several individuals enter Prit’s, obediently following the
  directions. They might provide a bit of information about
  the place, if questioned.
  A large box sits in an alcove near the door. The box is
  very sturdy and has an electronic combination lock in its
  hinged lid. The heroes may type in any combination they
  wish, after which the panel reads, “Secured.” The alcove
  closes and reopens with a new, empty box. The heroes then
  pay their 50 credits to a control pad next to the door.
  Passing through the doors (marked “Weapons-Free Zone”),
  the heroes walk down a hall through a series of scanners.
  Anyone concealing a weapon (or anything that looks like a
  weapon) is stopped by a guard and ordered to dispose of the
  item. Something very exotic (such as a lightsaber or organic
  weapon) might escape the detectors, at your discretion.
  The next set of doors leads into the Pit itself. Read the
  following:
  The droid takes the heroes to a bar or table, if so
  desired. If the heroes ask about Cotan, the droid
  escorts them to his table. If not, Rinit approaches
  them after 10
  minutes or so.
  Cotan is a pudgy
  male Twi’lek with
  pink-gray skin. He’s
  impeccably dressed
  and enjoys a
  constant ﬂow of
  ﬁne food and drink.
  Throughout his
  conversation with
  the heroes, droids
  constantly reﬁll his
  plate and glasses.
  Nothing is offered
  to the heroes.
  Cotan is very direct
  with the heroes,
  once they declare
  their needs.
  The Pit proves to be just that—a bowl-shaped cavern.
  The entrance overlooks a large room. Tables on
  concentric terraces surround two circular bars in the
  center of the room. The room is illuminated primarily
  by glowlamps on the tables. The place is busy but
  quiet. Some beings look nervously about, while others
  talk intently in hushed voices. Here and there, gleaming
  silver servant droids deliver drinks and food.
  An SE-4 servant droid approaches you. “Greetings
  gentlebeings. How may I help you?”
  “Don’t bother trying to hide anything. We’ll ﬁnd it.
  Our scanners are the best. We do this every day, all day,
  so don’t even think about it.” A notiﬁcation near the
  inner entrance warns that cybernetic weapons must be
  deactivated.
  “Your items will be returned to you,” says the guard.
  Perhaps unsurprisingly, Tunnel 329 proves to be dingy
  and dark. Flickering bluish lights provide a little illumi-
  nation. A few beings hurry along, wishing to spend as
  little time in the tunnel as necessary. There are pockets
  of activity around the various businesses along the way.
  A few speeders scream by, riding the boundary of the
  tight speeder lane.
  A bright yellow sign advertises “Prit’s Free Pit” above
  a smaller, ﬂashing red sign declaring “Guaranteed
  Weapons-Free” over a doorway. As you approach, the
  doors silently glide open. The lobby is brightly lit, utili-
  tarian, and cold. To one side, two heavily armored
  Humans sit behind a thick transparisteel barrier.
  One of them says, “You’re new here. Welcome to
  Prit’s. If you want in, put all of your weapons in that
  box over there, close it, and key in your own combina-
  tion. Then deposit 50 credits each—cash or chip—and
  go through that door.” He points to a door across from
  the entrance.
  TALNAR’S RESCUE
  009
  
  If the heroes pay, he continues in a friendly manner. A
  successful Diplomacy check (DC 20) or successful use of the
  Affect Mind Force skill allows the heroes to negotiate a
  lower price (although Cotan refuses to accept fewer than
  150 credits). If they haggle, Cotan admires their negotiating
  acumen and gets down to business.
  If the heroes oblige, Cotan continues. If they haggle, he
  surreptitiously declares, “This one’s on me.”
  The heroes have a moment to react. If they delay or do
  nothing, Rinit reaches the table.
  If the heroes attack Rinit or try to run for it, each must
  make a successful Spot skill check (DC 15) or be caught
  ﬂat-footed by Rinit’s hired goons, who are “mingling”
  nearby. There is one unarmed goon for each hero. Rinit
  ﬁghts defensively and lets the hired help take the brunt of
  the heroes’ attacks. Fifteen of the Pit’s armored guards will
  break up a ﬁght after six rounds.
  If the heroes defeat more than half of Rinit’s goons, he
  attempts to escape while they’re distracted. If he gets away,
  the remaining goons ﬂee. If Rinit is captured, the goons
  make an attempt to free him. The next goon who is
  defeated will be enough encouragement for any remaining
  goons to run, abandoning Rinit. If Rinit escapes, the heroes
  are marked as wanted felons by the Empire. Feel free to use
  that as an opportunity to arrange encounters with Imperial
  forces once the heroes leave Prit’s.
  Regardless of whether the heroes resist or agree to leave
  quietly, Prit doesn’t want to be seen allowing free access to
  The Human stops next to the table. The Twi’lek looks
  annoyed. “I’m engaged at the moment. Come back
  later.” The well-dressed man responds, “I have no inter-
  est in you. I have a great interest in them.” He glances
  at you and proclaims, “You will come with me, now.”
  “He’s Nir Rinit, an ISB agent. I don’t know whether
  he’s looking for you or me.”
  “Thank you. I’ll let the Oquan know you wish to speak
  with them.” Cotan gives you a comlink frequency that
  the Oquan will use to contact you. He then waves your
  credits at one of the servants. “Another plate of crushed
  oceshells, please.” Cotan looks past you at an approach-
  ing well-dressed Human 10 meters away. “Quickly, give
  me 100 credits and I’ll tell you who that is.”
  “You’re looking for the Oquan. I can help you there,
  certainly. Easily. Right now. For 300 credits. I wish I
  could charge more, but my services are very limited
  where the Oquan are concerned.”
  TALNAR’S RESCUE
  0010
  
  a known Imperial agent. Before they reach the exit, Prit’s
  armored guards seize both groups. Go to Scene 6: Ejected,
  below. If they escape before the guards can subdue them,
  give them some time to collect themselves, then skip to
  Scene 7: Meeting the Oquan.
  Cotan: Male Twi’lek Fringer 2/Scoundrel 2; Init +6 (+2
  Dex, +4 Improved Initiative); Defense 16 (+2 Dex, +4 class);
  Spd 10 m; VP/WP 27/14; Atk +3 melee (1d3+1, unarmed)
  or +4 ranged; SQ Barter, illicit barter, lucky (1/day), low-
  light vision; SV Fort +6, Ref +7, Will –1; FP 1; DSP 0; Rep
  +0; Str 12, Dex 15, Con 14, Int 10, Wis 9, Cha 13.
  Challenge Code B.
  Equipment: Blaster pistol (not in possession), knife (not
  in possession).
  Skills: Bluff +4, Gather Information +4, Hide +6,
  Intimidate +3, Knowledge (streetwise) +3, Listen +4, Pilot
  +6, Read/Write Basic, Read/Write Ryl, Repair +4, Search +4,
  Speak Basic, Speak Lekku, Speak Ryl, Spot +5, Survival +3.
  Feats: Alertness, Improved Initiative, Point Blank Shot,
  Weapon Group Proﬁciencies (blaster pistols, primitive
  weapons, simple weapons).
  Prit’s Guards (15): Male Human Thug 4; Init +0;
  Defense +11 (+1 class), DR 3; Spd 10 m; VP/WP 0/15; Atk
  +3 melee (1d6+1, baton) or +2 ranged; SV Fort +6, Ref +0,
  Will +0; FP 0; DSP 0; Rep +0; Str 13, Dex 11, Con 12, Int 8,
  Wis 10, Cha 9. Challenge Code B.
  Equipment: Combat jumpsuit, baton, comlink.
  Skills: Climb +5, Intimidate +3, Read/Write Basic, Speak
  Basic.
  Feats: Armor Proﬁciency (light), Great Fortitude,
  Toughness, Weapon Group Proﬁciencies (blaster pistols,
  simple weapons).
  Scene 6: Ejected
  The guards throw the heroes and Rinit’s goons out separate
  “troublemaker” exits at either side of Prit’s and into the
  tunnel. The heavy blast door slams shut behind them. While
  the heroes are brushing themselves off, read the following:
  The box closer to the heroes contains their stashed
  weapons. If, by some chance, the heroes used more than
  one box, all of them are ejected in a similar fashion on their
  side of the tunnel. Rinit and his goons are running toward
  their own box. It takes them 1 round to open it and retrieve
  their weapons.
  Looking around, you see Rinit and his men similarly
  thrown out of a far doorway.
  With a high-pitched whine, two small panels slide
  away between the center doors of the Pit. There’s a
  loud bang as a rectangular metal box drops out of an
  opening 8 meters away from the door and smashes into
  the side of a passing speeder, knocking off its engine
  cowling. The speeder wavers and then accelerates down
  the tunnel. The box spins crazily through the air, rico-
  chets off the far wall, and crashes noisily to the ﬂoor. 
  It rests square in the middle of the speeder lane.
  You see Rinit running for a similar box near the door
  his group came through.
  THE IMPERIALS
  Nir Rinit is a local Imperial Security Bureau (ISB) operative who keeps
  an eye on the local criminal population, passing useful information to
  his superiors and occasionally handling a few operations on his own.
  He anxiously awaits any opportunity to impress his superiors. He is
  arrogant and tends to underestimate his opponents. With a small
  Imperial presence on the planet, Rinit often must ﬁnd his own help.
  With the reported Rebel activity, he’s eager to make a big score.
  Rinit often hires a small gang of Human thugs when he needs
  some extra muscle. He pays them well, so they don’t mind. He also
  holds enough evidence on their criminal activities to ensure their
  arrest, should they ever turn on him—and they know it.
  Nir Rinit (ISB Agent): Male Human Scoundrel 2/Scout 2; Init
  +1 (Dex); Defense 13 (+1 Dex, +2 class); Spd 10 m; VP/WP 14/8; Atk
  +2 melee (1d3, unarmed) or +3 ranged (3d6,
  blaster pistol); SQ Illicit barter, lucky (1/day),
  trailblazing; SV Fort +1, Ref +6, Will +4; FP 1;
  DSP 1; Rep +0; Str 10, Dex 13, Con 8, Int 12,
  Wis 14, Cha 16. Challenge Code C.
  Equipment: Blaster pistol, comlink, elec-
  tronic listening device, Imperial ID, credstick
  (10,000 credits).
  Skills: Bluff +7, Computer Use +8,
  Disable Device +8, Disguise +8,
  Forgery +6, Gather Information +11,
  Hide +8, Knowledge (technology) +6,
  Listen +7, Pilot +7, Read/Write Basic, Search +7, Speak Basic, Spot +7. 
  Feats: Dodge, Low Proﬁle, Skill Emphasis (Gather Information), Track,
  Weapon Group Proﬁciencies (blaster pistols, blaster riﬂes, simple weapons). 
  Nir Rinit’s Hired Goons (1 per hero): Male Human Thug
  4; Init +0; Defense +11 (+1 class); Spd 10 m; VP/WP 0/18; Atk +3 melee
  (1d3+1, unarmed) or +2 ranged (3d6, blaster pistol); SV Fort +4, Ref
  +0, Will +0; FP 0; DSP 0; Rep +0; Str 13, Dex 11, Con 12, Int 8, Wis 10,
  Cha 9. Challenge Code B.
  Equipment: Blaster pistol, comlink, 400 credits.
  Skills: Climb +5, Intimidate +3, Read/Write Basic, Speak Basic.
  Feats: Armor Proﬁciency (light), Toughness (2), Weapon Group
  Proﬁciencies (blaster pistols, simple weapons).
  THE MINIAD
  The Miniad is Rinit’s modiﬁed freighter. A less popular Corellian craft,
  its appearance is ambiguous enough to pass for a light freighter, ofﬁ-
  cial transport, or a pleasure yacht, whichever Rinit needs for a cover
  story at the time. While on Naalol, the Miniad is berthed at docking
  bay 21 of the Rigton Spaceport.
  CORELLIAN ENGINEERING CORPORATION 
  FA-504S TRANSPORT
  Class: Space transport
  Crew: 1 (Nir Rinit +7)
  Size: Small (28 m long)
  Initiative: +8 (+1 size, +7 crew)
  Hyperdrive: x1 )
  Maneuvers: +8 (+1 size, 
  (backup ”12)
  +7 crew)
  Passengers: 10
  Defense: 20 (+1 size, +9 armor)
  Cargo Capacity: 
  Shield Points: 60
  100,000 metric tons
  Consumables: 2 months
  Hull Points: 110 (DR 10)
  Cost: 100,000 (new), 30,000 (used)
  Maximum Speed in Space: Attack (8 squares/action)
  Atmospheric Speed: 1,000 km/h (17 squares/action)
  Weapon: Laser cannon; Fire Arc: Front; Attack Bonus:
  +5 (+1 size, +4 ﬁre control); Damage: 4d10”2; Range
  Modifiers: PB +0, S +0, M/L n/a.
  TALNAR’S RESCUE
  0011
  
  A speeder has a 25% chance of screaming by while some-
  one is in the speeder lane, forcing them to make a
  successful Reﬂex saving throw (DC 10) to dodge out of the
  way or be run over (see Ramming and Collisions in Chapter
  10 of the Star Wars Roleplaying Game revised core rule-
  book). The heroes’ box is damaged. It takes a full-round
  action to force the box open with a Strength check (DC 15)
  or to disable the damaged lock with a Disable Device check
  (DC 15). The heroes cannot take 10 or 20 on these checks.
  Rinit continues pursuit until he captures one or more of
  the heroes or his men are defeated as described in Scene 5:
  Prit’s Free Pit, above. If the heroes ﬂee into the tunnels, use
  the table below to run the chase. Each stretch of tunnel is
  10 meters long.
  1d20
  Type of Tunnel
  1–10
  Straight (add +4 to the next roll)
  11–13
  Four-way intersection
  14–16
  Three-way intersection
  17
  Left turn
  18
  Right turn
  19+
  Lift tube to surface
  If any of the heroes are captured, Rinit takes them to his
  ship at Rigton Spaceport. The remaining heroes can either
  try to rescue their captured comrades or wait to hear from
  the Oquan. If Rinit or any of his goons is captured, they
  voluntarily reveal nothing. If interrogated, the heroes learn
  that Rinit is an Imperial Security Bureau agent with orders
  to detain the heroes. The goons also know the location of
  Rinit’s starship, the Miniad.
  If all the heroes can turn a corner without Rinit seeing
  them or reach a lift tube without being threatened by an
  opponent, they escape. Once they’ve had a chance to get
  their bearings, regroup, and rest for two hours, they receive
  a call from the Oquan.
  Scene 7: Meeting the Oquan
  The Oquan plan to meet the heroes in an abandoned store-
  front. They send one representative, fully armed, to discuss
  terms. Though the heroes have no way of knowing this, the
  representative is Rel Acoi, leader of the Oquan. There are
  four snipers within 30 meters of the meeting location (Spot
  check, DC 25, to detect) just in case the heroes try anything
  funny.
  Acoi’s demands are simple. He wants 5,000 credits for
  Talnar and 12,000 for each droid. The heroes can negotiate
  with Acoi if they wish. If the heroes protest, Acoi reminds
  them that the Empire will pay far more for Rebel scum like
  Talnar. After all, “Rebels are good money.” Even if they
  don’t, the droids will fetch a pretty centicred on the black
  market. If the heroes agree, Acoi arranges for the swap. If
  they cannot agree on an amount, Acoi attempts to leave
  them with a warning: “Watch your backs. I hear the Empire
  is looking for you, too.”
  Whether the heroes actually intend to pay the Oquan or
  not doesn’t matter. The arranged swap is a trap. The Oquan
  plan to take the heroes’ money and turn them over to the
  Empire for a reward. If the heroes do not trust Acoi, let
  them make a Sense Motive check opposed by Acoi’s Bluff
  skill. If they fail, they ﬁnd no reason to believe the swap is a
  trap. If they succeed, they don’t believe he’s being honest
  with them.
  The Swap
  The Oquan instruct the heroes to meet in docking bay 22 of
  the Rigton Spaceport at midnight. If the heroes bring (or
  have already brought) their starship, they are berthed
  nearby. The spaceport is built into a large rocky outcrop-
  ping, with bays lining each side.
  When they approach docking bay 22 at the appointed
  time, read or paraphrase the following:
  The cargo lift is in its lowered position, 3 meters down.
  The lift leads to tunnels connecting the landing bays to
  warehouses within the spaceport.
  As you approach the docking bay, the 8-meter-wide
  door before you parts at the middle and slides noisily
  aside. You see an armored ﬁgure standing 6 meters
  ahead of you—the same representative who arranged
  the meet. Like all of Rigton’s docking bays, this one is
  irregularly shaped. There are two closed connecting
  hangar doors, presumably to the neighboring docking
  bays. Off to one side is a cargo lift in the ﬂoor. On the
  opposite side of the chamber, the glow of a magnetic
  containment ﬁeld rings the large hangar exit. You see
  the weather has not improved this morning. Wind-
  driven snow evaporates as it hits the ﬁeld. There are a
  few containers scattered about the bay, but little else.
  TALNAR’S RESCUE
  0012
  
  Acoi invites the heroes in. He stays where he is, near the
  door to docking bay 21. Built into his gauntlet is a trans-
  mitter that operates all of the doors in the room. Acoi will
  move to another area of the bay if the heroes insist.
  Otherwise, he tries to complete the transaction where he is.
  When the heroes reach him, he asks to see the money. If the
  heroes insist on seeing Talnar and the droids ﬁrst, Acoi obliges
  by opening the door to docking bay 21. Read the following:
  Acoi knows he can take the money off the heroes after
  they’ve been captured but would prefer to have it in hand
  ﬁrst in case they escape. Secretly make a Listen check (DC
  26) for each hero to see whether any of them hear someone
  hiding behind the nearby crates. Once Acoi is certain all the
  heroes have entered the docking bay, or one of the heroes
  makes a sudden move, read the following:
  The Ambush
  Before rolling initiative, each hero that failed to hear the
  stormtroopers must make a successful Spot skill check (DC
  10) or be caught ﬂat-footed by these new arrivals at the
  beginning of combat. The Imperials and the Oquan want to
  capture the Rebels, if possible. Each group of ﬁve or fewer
  opponents will combine ﬁre (see Chapter 8 of the revised
  core rulebook) with weapons set to stun.
  There are 10 stormtroopers hidden around docking bay
  23. Five more run in from docking bay 21. Rinit (or an
  Imperial ofﬁcer, if he has been eliminated) stands ready in
  docking bay 21, letting the stormtroopers handle things.
  There are four Oquan hunters with jet packs backing up
  Acoi. They ﬂy into the hangar bay and either land or ﬂy up
  to the high ceiling using lights and other equipment for
  cover while ﬁring their weapons.
  The heroes have plenty of cover, and the containers are
  strong enough to stop energy weapon blasts. There are also a
  few control pads and large pieces of equipment. If the heroes
  attempt to run from bay to bay using a narrow ledge outside
  the main hangar exit, they must succeed at a Dexterity check
  beyond them in docking bay 23. The magnetic
  containment ﬁeld drops, and four Humans wearing jet
  packs rise up from the mountainside below.
  The Oquan agent looks at you and says, “I told you,
  Rebels are good money.” He ﬁres stun blasts from his
  wrist, aimed at you.
  Suddenly, you hear docking bay 22’s blast door slam
  shut. In the blink of an eye, stormtroopers appear from
  behind crates and through the adjoining door on the
  opposite side of the docking bay. You see a ship 
  The large doors to the adjoining bay slide open.
  Beyond, you see a hangar ﬁlled with containers of
  every size and shape. Near the door, however, you see a
  man bound to a chair and gagged. Six nearby crates
  have one side removed. Each contains what appears to
  be a droid. It is indeed Talnar and the droids. He’s
  conscious, but helpless.
  TALNAR’S RESCUE
  0013
  
  (DC 10) or slide down the side of the mountain. At your
  discretion, you can kill any heroes who fall down the side of
  the mountain or give them a chance to survive with 0 wound
  points if they succeed at a Fortitude save (DC 10).
  If the heroes try to free Talnar, Acoi stuns him. He can be
  easily carried, however. The crates cannot be moved without
  a cargo sled, and there are none around.
  Controlling the Droids
  At some point, the heroes might try to activate the droids.
  They must have the control pad repaired or revive Talnar
  long enough to order the droids into battle.
  Commanding the droids with the control pad takes practice.
  The heroes can learn a little by ﬁddling with the pad ahead of
  time. While various commands seem easy enough to send, in
  the heat of a battle, they may not be speciﬁc enough or might
  be misinterpreted by the droid. Issuing commands manually
  with the droid control pad is a full-round action that requires a
  Computer Use skill check. Use the table below to determine the
  DC. Anyone except Talnar suffers a –2 penalty to this check.
  Order
  DC
  Simple command (Stop, Retreat)
  5
  Attack easily identiﬁable speciﬁc target
  10
  Cover another droid or person
  10
  Keep ﬁring while you pick up Talnar,
  shield him, and bring him to me
  20
  Furthermore, while the droids have been upgraded and
  modiﬁed, the control pad software has not. The droids will
  respond to voice commands, which require an attack action
  to issue. No skill check is required to issue verbal commands
  to the droids. However, they are programmed to respond to
  Talnar’s voice only, unless the heroes have modiﬁed the
  voice recognition unit of the control pad.\
  Commands may be keyed in or spoken (using the built-in
  microphone). Voice commands can be paraphrased, but are
  more open to misinterpretation by the droid. The droid might
  even ask for clariﬁcation, though they will work out things on
  their own as well. The order, “Attack the stormtroopers” works.
  The order, “Attack the bounty hunters” will fail, as the droids
  can’t distinguish the bounty hunters from the heroes. A prefer-
  able command would be, “Attack anyone wearing a jet pack.”
  If a hero fails a Computer Use skill check to command a
  droid manually, the droid ignores the command.
  Modified Baktoid Combat Automata Protector
  Series (6): Walking military droid, Thug 15; Init +2 (Dex);
  Defense 16 (+2 Dex, –1 size, +5 class), DR 4 (10 with shield
  generator); Spd 8 m; VP/WP 0/17; Atk +18/+13/+8 melee
  (1d8+4, claw) or +12/+12/+12/+7/+2 ranged (4d8/19–20, 2
  modiﬁed heavy repeating blasters on multiﬁre) or 10/+10/+10/-
  +10/+5/+0 ranged (4d8/19–20, 2 modiﬁed heavy repeating
  blasters on autoﬁre); SV Fort +12, Ref +7, Will +4, SZ L; Rep 3;
  Str 19, Dex 15, Con 17, Int 10, Wis 8, Cha 6. Challenge Code E.
  Equipment: 2 heavy repeating blasters, medium armor
  (DR 4), shield generator (DR 6). 
  Skills: Climb +8, Jump +8, Listen +6, Speak Basic, Spot +6.
  Feats: Ambidexterity, Armor Proﬁciency (light, medium),
  Multishot, Point Blank Shot, Rapid Shot, Two-Weapon
  Fighting, Weapon Group Proﬁciency (heavy weapons).
  Activating the Droids
  If the droids are activated, read the following:
  Inside the crates, tiny lights start blinking. You hear the
  droids’ servos whining louder, and the containers begin
  to bulge. The droids strain to unfold. With a loud
  bang, the crates split, sending panels and bolts ﬂying
  in all directions. The droids stand at their full 2.5-meter
  height, snapping weapons into place.
  TALNAR’S RESCUE
  0014
  
  Anyone standing within 2 meters of the exploding crates
  must make a successful Reﬂex save (DC 10) or be knocked
  prone by ﬂying debris. The droids enter combat the follow-
  ing round using the initiative count they were activated on,
  ﬁring immediately at any stormtrooper or Human in Imperial
  garb. The droids ignore Talnar and whoever is using the
  droid control pad. Anyone else is ﬁred upon if they attack
  the droids. The droids cannot distinguish the Rebels from the
  bounty hunters and have no orders regarding them.
  The droids will use their maximum ﬁrepower on their
  targets, unless ordered otherwise. They are quite capable of
  wrecking the hangar.
  The Oquan ﬁght until half their number are unconscious
  or Acoi is defeated. They ﬂee the way they came. The
  Imperials ﬁght until ordered otherwise. They’ll ﬂee on board
  the ship in docking bay 21.
  Once the heroes have Talnar and have activated the
  droids, they can try to retreat at any time. If their ship is
  docked in Rigton Spaceport, a quick escape is possible.
  Otherwise, the heroes will have to ﬁgure out how to return
  to their starship with Talnar and the droids.
  If the heroes manage to reach their ship (or steal a ship in
  another docking bay) quickly, the remaining Imperials will
  dispatch three TIE ﬁghters to shoot down the heroes’ ship.
  Rel Acoi: Male Human Scout 4/Scoundrel 2/Bounty Hunter
  6; Init +3 (Dex); Defense 19 (+3 Dex, +6 class); DR 7; Spd 6 m;
  VP 73/12; Atk +10/+5 melee (1d4, knife) or +12/+7 ranged
  (3d8 or DC 18 stun, heavy blaster pistol); SQ Trailblazing, heart
  +1, uncanny dodge (Dex bonus to Defense), illicit barter, lucky
  (1/game session), target bonus +3, sneak attack +3d6; SV Fort
  +6, Ref +11, Will +7; FP 3; DSP 9; Rep +5; Str 10, Dex 16, Con
  12, Int 13, Wis 14, Cha 10. Challenge Code E.
  Equipment: Heavy battle armor, heavy blaster pistol, laser
  gauntlet, vibroblade, comlink (built into gauntlet), binders,
  jet pack, medpac.
  Skills: Astrogate +8, Bluff +7, Computer Use +10,
  Demolitions +5, Gather Information +10, Hide +8,
  Intimidate +9, Knowledge (streetwise) +5, Listen +10, Move
  Silently +9, Pilot +12, Read/Write Basic, Repair +4, Search
  +8, Sense Motive +6, Speak Basic, Spot +10.
  Feats: Armor Proﬁciency (light, medium, heavy), Point
  Blank Shot, Precise Shot, Track, Starship Operation (space
  transport), Weapon Group Proﬁciencies (blaster pistols,
  blaster riﬂes, simple weapons).
  Oquan Hunters (4): Male Human Scout 4; Init +6 (+2
  Dex, +4 Improved Initiative); Defense 15 (+2 Dex, +3 class),
  DR 3; Spd 10 m; VP/WP 25/12; Atk +3 melee (1d4, knife)
  or +5 ranged (3d6, blaster pistol); SQ Trailblazing, heart +1,
  uncanny dodge (Dex bonus to Defense); SV Fort +3, Ref +4,
  Will +4; FP 1; DSP 1; Rep +1; Str 10, Dex 15, Con 12, Int
  13, Wis 14, Cha 9. Challenge Code C.
  Equipment: Combat jumpsuit, blaster pistol, knife, jet pack.
  Skills: Computer Use +8, Gather Information +6, Hide
  +9, Intimidate +2, Listen +8, Move Silently +9, Pilot +9,
  Read/Write Basic, Search +4, Speak Basic, Spot +8.
  Feats: Armor Proﬁciency (light), Improved Initiative,
  Quick Draw, Track, Weapon Group Proﬁciencies (blaster
  pistols, blaster riﬂes, simple weapons).
  Imperial Stormtroopers (15): Male Human Thug 4;
  Init +0; Defense 11 (+1 class), DR 5; Spd 8 m; VP/WP 0/12;
  Atk +5 melee (1d3+1, unarmed) or +4 ranged (3d8/19–20,
  blaster riﬂe); SQ Immunities (see below); SV Fort +5, Ref +1,
  Will +1; FP 0; DSP 1; Rep +1; Str 12, Dex 11, Con 12, Int
  10, Wis 10, Cha 10. Challenge Code B.
  Equipment: Stormtrooper armor, blaster riﬂe, frag
  grenade, grappling hook, comlink, utility belt.
  Skills: Climb –1, Intimidate +2, Jump –1, Knowledge
  (politics) +2, Profession (stormtrooper) +2, Read/Write Basic,
  Search +1, Speak Basic, Spot +1.
  Feats: Armor Proﬁciency (light, medium, powered), Weapon
  Group Proﬁciencies (blaster pistols, blaster riﬂes, simple weapon).
  Immunities: Stormtroopers are immune to being bribed,
  blackmailed, seduced, or routed. Any such attempt auto-
  matically fails; no check or saving throw is necessary.
  Talnar: Male Human Fringer 5; Init +1 (Dex); Defense 16
  (+1 Dex, +5 class);
  Spd 10 m; VP/WP
  31/15; Atk +3
  melee (1d3,
  unarmed) or
  + 5 ranged;
  SQ Barter,
  bonus class
  skills
  (Astrogate,
  Computer Use),
  jury-rig +2; SV
  Fort +6, Ref +4,
  Will +2; FP 1; DSP
  0; Rep +1; Str 10,
  Dex 12, Con 15,
  Int 16, Wis 12,
  Cha 12. Challenge
  Code C.
  Equipment: None.
  Skills: Astrogate +13,
  Climb +8, Computer Use +13,
  Hide +9, Listen +9, Pilot +14,
  Read/Write Basic, Repair +13,
  Search +11, Speak Basic, Spot +9,
  Survival +9.
  Feats: Gearhead, Skill Emphasis
  (Pilot), Spacer, Starship Operation
  (space transport), Weapon Group Proﬁciencies (primitive
  weapons, simple weapons).
  Aftermath
  Once away from the Imperials and the Oquan, the heroes
  are free to return to base with Talnar and the remaining
  droids. Talnar thanks the heroes for rescuing him and tells
  them he owes them one (this could be a “favor” for noble
  characters).
  If the heroes successfully complete this adventure, they
  earn 2,000 XP multiplied by the average hero level and
  divided evenly among the surviving heroes. If any of the
  characters’ actions were particularly heroic, feel free to
  award Force Points at your discretion.
  TALNAR’S RESCUE
  0015
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 03-04) - Talnar's Rescue.pdf