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A Star Wars adventure game scenario set in the Rebellion era!

For use with the Secrets of Tatooine campaign pack

A Night at Tosche Station


WEB EXCLUSIVE!

BY JD WIKER
I L LU STR ATE D BY A DA M H U G H E S

A
long time ago, in a galaxy far, far Before you begin play, choose who will smuggler’s ship telling them he is entering
away, an alliance of freedom-loving be the Gamemaster—the person who pres- Tatooine’s atmosphere, they are to set up
peoples challenged the tyrannical rule ents the adventure to the players. The the beacon.
of the evil Emperor in an attempt to material in this adventure is for the Unfortunately, things go just a bit awry
restore justice to the galaxy. The Rebel Gamemaster only. It explains all the details when the worst sandstorm in more than a
Alliance frequently relied upon smugglers about the situations the heroes face and decade hits Anchorhead, and the heroes
and scoundrels of every sort to deliver the the opponents they must overcome. are trapped inside Tosche Station—with a
arms and equipment they needed to fight If a question comes up that isn’t covered stormtrooper patrol.
the Empire. Even though they met their in the rules or the adventure text, just In this adventure, the heroes must use
contacts in secret, far-flung locations, make your own decision about it and con- guile and cunning to avoid the suspicions of
these meetings were some of the most tinue. The trick is to have fun, not to get the Imperial stormtroopers as they make
harrowing moments for the Rebels. They bogged down in the rules. Keep the adven- their way to their rendezvous. The
could be betrayed by their contacts, or ture moving, be fair, and enjoy yourselves. stormtroopers have only come to Tosche Sta-
found out by spies—or simply stumble tion to get out of the fierce winds and blow-
into an Imperial patrol. Setting ing sands—they aren’t particularly looking
To play this adventure, you need a copy of The heroes are all Rebel operatives who for any Rebels. But some of the others wait-
the Star Wars: Invasion of Theed Adventure have come to Tatooine to purchase blasters
Game. You don’t need to have played the for the Alliance. To limit the chance of Additional Credits
adventures in Invasion of Theed—you just being spotted by Imperials, the exchange is » Editing and Web Production:
need the rulebook, dice, maps, hero sheets, set for just outside the comparatively small Sue Weinlein Cook
and the punch-out counters, to represent spaceport of Anchorhead, near the isolated » Web Development: Thom Beckman
the heroes and villains in this adventure. Tosche Station. Tosche Station, a combina- » Cartography: Todd Gamble
(You can also use action figures.) Note: Since tion mechanic’s garage and lounge, is a » Art Direction: Sean Glenn
the heroes in this adventure live during the renowned hangout for local youth. The » Graphic Design: Kyle Hunter
Rebellion Era, you should modify the back- heroes have a credit chip—with 60,000 » Lucas Licensing: Leland Chee
ground information on the hero sheets credits on it—and a small landing beacon. » Creative Director: Thomas M. Reid
from the adventure game as needed. When they get the comlink signal from the

1 A NIFHT AT TOSCHE STATION


ing out the storm have their own agendas, sent back to the spice mines of Kessel. Set-Up
and may get the heroes into trouble. Finally—as if all that wasn’t enough— For this encounter, you will need a map-
If you downloaded last month’s miniad- three Jawas boldly work their way through sheet and these tokens from the Star Wars
venture, The Storm’s Edge, you can link it to the station, trying to buy and sell whatever Invasion of Theed Adventure Game: seven
this adventure with just a little work. Operate is on hand, constantly poking their noses walls, two doors, three speeders, one
under the assumption that the sandstorm in into everyone’s business. If the heroes aren’t Naboo pilot, three pirates, three mercs,
this scenario is the same one that hits at the careful, the Jawas discover their landing four Naboo citizens, three thugs, an R2
climax of The Storm’s Edge. Set the previous beacon, drawing everyone’s attention to it. droid, and a token to represent each hero.
adventure near the town of Anchorhead; the This adventure involves considerably (Naboo tokens stand in for Tatooine char-
heroes can seek shelter and rest in Tosche more roleplaying than many adventure acters in this adventure.) In addition, you
Station following their exploits. game scenarios, as the heroes try to allay will need to download from this adven-
Read this whole adventure to yourself suspicions and quietly bide their time until ture’s web page the file containing extra
before presenting it to the players. When they hear from Hagk Baht. If a fight breaks tokens. Print the file, then cut out the
you’re ready to start play, begin with “Play- out, things could quickly turn ugly, as the three Jawa tokens.
ers’ Introduction,” below. Don’t read any- stormtroopers are formidable foes and Map 1 on the next page shows the start-
thing out loud to the players except the won’t hesitate to kill anyone who draws a ing positions for all these tokens. Place the
boxed text in the various encounter descrip- weapon. See “Running a Fight” below for Wall tokens on the mapsheet to outline the
tions. Everything else is only for you. more information on what provokes the interior of Tosche Station. Put the other
stormtroopers to act, and how they respond tokens on the mapsheet to show where
Gamemaster’s Secret Information when they do act. everyone is standing when the heroes come
Unfortunately, fate is conspiring against the in. The characters are:
heroes. Their smuggler contact, a Duro Players’ Introduction • Verzon Tennd (“Naboo” Pilot)
named Hagk Baht, has run afoul of an Impe- When you’ve read the adventure to yourself • Deenine (his R2 Droid)
rial customs ship. Hagk Baht managed to and are ready to start playing, read this • Erkwil the Pacithhip (Thug 3)
lose the pursuit, but at the cost of flying into boxed introduction out loud to the other • Membe (Merc 2)
the storm. As the heroes are dealing with players. It lets them know what is happen- • The Fixer (Pirate 1)
the stormtroopers, Hagk Baht’s ship, the ing around their characters and gives them • Assorted patrons (Merc 1, Pirates 2 and 3,
Singing Savrip, is suffering from damaged enough information to decide what they “Naboo” Citizens 1 through 4, and Thugs
stabilizers and failing repulsorlift engines. In want their heroes to do next. 1 through 3)
short, it’s about to crash land in the desert a • Old Ezrim (Merc 3)
short distance from Tosche Station. With typical Rebel luck, you’ve • Three Jawas (downloadable tokens)
Meanwhile, a hard-headed local moisture arranged your rendezvous with Hagk
farmer named Old Ezrim has gotten the Baht, the smuggler-captain of the When you have set up the map, allow the
idea that the heroes are spice smugglers Singing Savrip, for the very same night players to put the tokens representing their
(he’s sure the sack with their beacon holds that Anchorhead experiences its worst characters on it in the indicated area(see
illegal spice). His suspicions are further con- sandstorm in more than a decade. Map 1). This area lies just inside the door to
firmed when another person waiting out Unable to endure any longer the biting the lounge.
the storm—a Pacithhip spice dealer named sting of sand blown about at speeds of
Erkwil—strikes up a conversation with the more than 50 kilometers per hour, Running a Fight
heroes. Erkwil, in fact, is trying to get the you’ve been forced to seek shelter. The At some point in these encounters, some-
heroes to take possession of a small stash nearest building is the venerable body may throw a punch, pull a blaster, or
of spice he has on him, so the stormtroopers Tosche Station—a combination otherwise precipitate a good old-fashioned
don’t arrest him. speeder repair shop and seedy dive donnybrook. This section explains how
Adding to the confusion is the fact that where the local youth hang out. everyone in the lounge reacts to such an
another of the locals sheltering in the lounge As you pile through the door into occurrence. Resolve everyone’s actions in
is a wanted criminal, a walrus-faced Aqualish the dimly-lit interior, you can see that initiative order—including Verzon Tennd,
swoop gang member named Membe, who is you weren’t the only ones to think of Deenine, Erkwil, Membe, the Fixer, the citi-
growing more and more nervous the longer this idea. The lounge is crowded with zens, and the Jawas.
the stormtroopers hang around. To make several locals, including Humans, an Hero Attacks: Heroes using ranged
matters worse, Membe doesn’t understand Ishi Tib, a Pacithhip, a Klatooinian, an weapons can attack only from a distance;
or speak Basic, so he has no idea what is Aqualish, a Nikto, and a handful of they must have at least once clear space
being said; he only knows that if the Jawas. As one of the Humans shouts, between themselves and all opponents, or
stormtroopers suddenly start paying atten- “Close the door, y’blasted idiots!” the they are forced to fight with melee
tion to him, it can’t be a good thing—and Jawas scurry toward you, jabbering weapons. A hero with a melee weapon
he’d prefer to die fighting, rather than be excitedly and reaching for your gear. must move next to his opponent to attack.

A NIGHT AT TOSCHE STATION 2


3 A NIGHT AT TOSCHE STATION
If a hero’s attack roll result is equal to or stupid enough to object to their actions. 3d8 (heavy blaster); Saves: Fortitude 1d20+3,
better than his opponent’s Defense, the The stormtroopers change positions only to Reflex 1d20+1, Will 1d20+0; General Skills:
attack hits. The player then rolls the dam- get a better angle on a target. Intimidate (1d20+4), Pilot (1d20+4), Spot
age dice for the weapon the hero is using, Outcome: If the heroes fight the (1d20+4).
and you subtract the result from the thug’s stormtroopers and win, they are free to
Wound Points. If the target has Vitality depart. Because of the sandstorm, the Verzon Tennd, Freighter Pilot
Points, the damage comes off the Vitality stormtroopers haven’t been able to report Verzon Tennd isn’t looking for trouble and
Point total first. When a target runs out of their position, and the local Imperial garri- so does not speak to the heroes unless they
Vitality Points, any damage he or she suffers son won’t be searching for them here. If the speak to him. Even then he is cordial but not
goes directly to wounds. Combatants who heroes lose, though, they’ll awaken in the particularly talkative.
run out of Wound Points fall unconscious. Mos Eisley lockup, waiting to be interro- Level: 2; Initiative 12; Vitality Points: 10;
Citizens: In case of a fight, the ordinary gated. The adventure is over for them, Wound Points: 8; Speed: 5 spaces; Defense
citizens—the tokens labeled Naboo Citizen unless the GM wants to set up and play out 14; Attack: 1d20+2 (blaster pistol); Damage
1 to 4, Merc 1, Merc 3, Pirates 2 and 3, and a jailbreak scenario—but they will have 3d6 (blaster pistol); Saves: Fortitude 1d20+2,
Thugs 1 through 3 all seek safety in the missed their rendezvous. Reflex 1d20+2; Will 1d20+2; General Skills:
garage. If the exit to the garage is blocked, Computer Use (1d20+5), Pilot (1d20+5).
they duck behind whatever cover is avail- Scene 1: Introductions
able in the lounge. Each of the people in the Tosche Station Deenine—Astromech Droid
Verzon Tennd: The pilot (Naboo Pilot 1) lounge has a different reaction to the Verzon Tennd’s R2 unit sticks close to his
pitches in if it looks like the heroes need res- heroes’ entrance. master and occasionally tootles at the
cuing. Tennd uses a blaster pistol, while his freighter pilot, but otherwise doesn’t inter-
droid simply tries to back him up (not being Fixer, Human Mechanic act with anyone.
programmed to fight). Fixer asks if the heroes would like some ale, Level: N/A; Initiative: 10; Vitality Points: 0;
Fixer: Fixer (Pirate 1) is the proprietor of but otherwise doesn’t initiate any conversa- Wound Points: 8; Speed: 3 spaces; Defense:
the garage. He is strongly anti-Empire, but tions. He has no problem with jumping in 11; Attack: 1d20 (arc welder); Damage: 1d6
not suicidally so. Unless a stormtrooper is on other conversations, though. (arc welder); Saves: Fortitude 1d20+2, Reflex
about to kill one of the heroes, he doesn’t Level: 1; Initiative 12; Vitality Points: 0; 1d20+0, Will 1d20+1; General Skills: Com-
want to get involved. If he sees a hero in Wound Points: 9; Speed 5 spaces; Defense puter Use (1d20+2), Disable Device (1d20+4),
trouble, he produces a blaster rifle from 13; Attack: 1d20+2 (blaster rifle); Damage Listen (1d20+2), Repair (1d20+4), Search
under the counter and risks his life to strike 3d8 (blaster rifle); Saves: Fortitude 1d20+1, 1d20+2).
a blow for freedom! Reflex 1d20+1; Will 1d20+0; General Skills:
Membe: Membe the swoop gang member Computer Use (1d20+4), Repair (1d20+4). Tatooine Citizens
(Merc 2) is extremely edgy already, and he The citizens—with the exception of Old
gets even more tense when the stormtroop- Erkwil, Pacithhip Spice Dealer Ezrim—just keep to themselves, though they
ers show up in Encounter 2. If a fight breaks Erkwil greets the heroes and asks them if don’t avoid conversations directed at them.
out, Membe draws his heavy blaster pistol they’re friends of “T’landa.” He is sounding Level: 1; Initiative 8; Vitality Points: 0;
and starts shooting at anyone who so much out whether they are potential customers Wound Points: 6; Speed 5 spaces; Defense
as directs a weapon in his vicinity. He starts for the spice he’s carrying. The heroes don’t 10; Attack: 1d20+0 (unarmed); Damage 1d3
with stormtroopers, but also shoots at any- know who he’s talking about, which clues (unarmed); Saves: Fortitude 1d20+1, Reflex
one carrying a weapon, once the stormtroop- him in to clam up. 1d20+0; Will 1d20+1; General Skills: Com-
ers have been subdued. Membe isn’t rational Level: 1; Initiative 8; Vitality Points: 0; puter Use (1d20+2), Listen (1d20+2).
right now, so he can’t be relied upon to help Wound Points: 8; Speed 5 spaces; Defense
except by pure coincidence. 12; Attack: 1d20+0 (unarmed); Damage 1d3 Jawas
Jawas: Like all of their kind, these three (unarmed); Saves: Fortitude 1d20+0, Reflex The Jawas approach the heroes immedi-
Jawas are tremendous cowards. Once a fight 1d20+2; Will 1d20+0; General Skills: Hide ately and by gestures indicate that they are
starts, they run for cover, and stay there. (1d20+4), Spot (1d20+4). interested in trading. They are particularly
Stormtroopers: The stormtroopers, who interested in the heroes’ weapons, special
enter in Encounter 2, simply stand where Membe, Aqualish Felon electronic equipment, any droids, and the
they are and shoot anyone who looks Membe keeps to himself at the back of the contents of their sack (which holds the
threatening. Unfortunately, Imperial lounge. If spoken to directly, he grunts in his landing beacon). They only leave the heroes
stormtroopers have a different definition of own language to be left alone. If anyone alone if the heroes chase them away. After-
“threatening” than most people do: It starts presses him too much, he becomes violent. ward, they wander about at random, pester-
with anyone holding a weapon of any kind, Level: 2; Initiative: 10; Vitality Points: 10; ing anyone who lets them.
then goes on to include anyone who isn’t Wound Points: 10; Speed: 5 spaces; Defense: Level: 1; Initiative: 15; Vitality Points: 0;
actively seeking shelter, followed by anyone 14; Attack: 1d20+2 (heavy blaster); Damage: Wound Points: 10; Speed: 5 spaces; Defense:

A NIGHT AT TOSCHE STATION 4


14; Attack 1d20+1 (punch); Damage: 1d3–2 Level: 3; Initiative: 10; Vitality Points: 0; ers are out! I can’t make the ren-
(punch); Saves: Fortitude 1d20 +1, Reflex Wound Points: 10; Speed: 5 spaces; dezvous! I don’t even know if I can land
1d20+2, Will 1d20–2; General Skills: Listen Defense: 16; Attack: 1d20+3 (blaster rifle); this thing! I think I’m near Anchorhead,
(1d20+4), Search (1d20+4). Damage: 3d8 (blaster rifle); Saves: Forti- but I’m in the middle of a sandstorm
tude 1d20+3, Reflex 1d20+1, Will 1d20+1; and I can’t see a—“
Scene 2: Sandtroopers General Skills: Climb (1d20+3), Intimidate The transmission abruptly cuts off,
Give the heroes a few minutes to interact (1d20+4), Spot (1d20+2). and from somewhere outside, everyone
with the locals and absorb the atmosphere hears a distant WHUMP! as some-
in the Tosche Station lounge, then read the The heroes are still free to talk among thing—presumably the Singing
following boxed text aloud to them: themselves or even to the stormtroopers, Savrip—suddenly slams into the
though the stormtroopers are even less Tatooine landscape.
The door suddenly slides open once talkative than Membe. The stormtroopers “I knew it!” Old Ezrim gleefully cries
more, and a huge swirl of sand fills the react aggressively to any sign of threat, in the ensuing silence. “You are smug-
room. Four dusty, hulking figures enter. crime, or sedition, moving to subdue the glers! Troopers, arrest them!”
Old Ezrim shouts,“Close the …” but culprit. Otherwise, they stand stoically The stormtroopers level their blaster
abruptly stops as he, and everyone else, where they are, waiting for the wind to rifles at you.
realizes that these four new visitors are die down.
stormtroopers, the Empire’s brutal thugs, Erkwil takes this opportunity to strike The stormtroopers won’t accept anything
armed with deadly blaster rifles. up a conversation with the heroes, hop- less than the heroes’ unconditional sur-
The stormtroopers look around at the ing to distract them while he drops his render. Assuming the heroes don’t simply
assembled citizens, then one of them small supply of illegal spice on them. Erk- give up, go to “Running a Fight.”
says,“We’re waiting in here until the wil makes a Hide check, opposed by the
storm passes. Everyone stay where you heroes’ Spot check, to plant something on The End!
are and keep your hands where we can them without being caught. No one else Assuming the heroes manage to defeat
see them.” is paying close enough attention to the stormtroopers (and possibly Membe
The stormtroopers take up positions notice. as well), they can leave Tosche Station as
around the room, where they can clearly Old Ezrim, meanwhile, emboldened by soon as the storm lets up (another hour),
see everyone in the lounge and each the presence of the stormtroopers, grills and they’re more or less home free. But if
other. the heroes. He loudly points out that he the heroes were overcome by the
doesn’t know them, and hasn’t seen them stormtroopers, they wake up in detention
around before—and what were they cells in Mos Eisley.
Set-Up doing out on a night like this? He asks If they go to investigate the crash site
Now cut out the four stormtrooper tokens them about what they’ve got in their of the Singing Savrip, they find Hagk Baht
from the file you downloaded earlier and satchel (the landing beacon—though he dead, but his cargo intact. They might feel
place them on the mapsheet as shown on thinks it’s spice), why they are talking bad about it, but they can secure 10 cases
Map 2 on the next page. If the heroes or with a known ex-convict (Erkwil), and of blaster rifles (five rifles each) for the
any of the locals have moved from their where did they get their weapons—were Rebellion without having to pay for them.
original positions into a square where a they in a fight before the stormtroopers
stormtrooper is marked, assume the arrived? Experience
stormtroopers order that person to take a While the stormtroopers don’t join in If the heroes defeat the stormtroopers
seat elsewhere. (If a hero objects, a fight with Ezrim’s questioning, they are listen- and escape, the group receives a total of
may break out!) The only other people who ing. So, if the heroes make an obvious 3,000 XP. Divide this amount by the num-
move are Membe, who slides further into blunder (“We’re not smugglers—we’re ber of heroes involved, giving each one an
the shadows at the back of the lounge, and Rebels!”), the troopers take action. equal share. If the heroes were captured,
Erkwil, who moves closer to the heroes. they gain no XP for this adventure.
Scene 3: The Distress Call
Imperial Stormtroopers Once Old Ezrim really starts arguing with About the Author
The game statistics for the four stormtroop- the heroes, pause the action to read the JD Wiker joined Wizards’ roleplaying
ers are presented here. Because stormtroop- following aloud: games division from the Customer Service
ers are fearless and fanatically loyal to the team. Since 1998 he has worked on the
Emperor, the Diplomacy and Intimidate Suddenly, a muffled speaker crackles to Alternity® Star*Drive® and Dark•Mat-
skills have no effect on them—though Bluff life, and to your horror, you realize it’s ter® settings, Diablo II for Dungeons &
and Affect Mind can still work, which may your comlink! “Emergency! This is the Dragons®, and two Star Wars RPG prod-
just get the heroes out of this situation Singing Savrip! I’ve been attacked by an ucts. He is invisible to those people with
without a shot being fired. Imperial customs ship, and my stabiliz- high intellects.

5 A NIGHT AT TOSCHE STATION


A NIGHT AT TOSCHE STATION 6
Copyright and Legal Notice
Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker,
utilizing mechanics developed for the new DUNGEONS & DRAGONS® game by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

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Questions? 1-800-324-6496 +32-70-23-32-77

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Dungeons & Dragons, Alternity, Star*Drive, Dark•Matter, and the Wizards of the Coast logo are registered trademarks
owned by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
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Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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7 A NIGHT AT TOSCHE STATION

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