http://www.wizards.com/default.asp?x=starwars/article/sw20010315a Is one adventure, with all the others listed on the left. Unfortunately some of the newer ones aren't really "adventures" as much as they are minis scenarios.
Although, in my experience you don't need much in the way of prepared adventures for Star Wars like you might for D&D. It might just be my experience with it, but if you know the Star Wars universe well enough, have some stats for generic characters (especially antagonists: when in doubt have some Stormtroopers show up
) and a bit of an adventure outline.
Here's an example of a 1st level intro adventure, a year-long campaign I was in began with this adventure:
In the Rebellion era PC's are on Tatooine. They are either new arrivals to the spaceport for various reasons, or are local residents. Some PC's may secretly be rebels, others just average Imperial citizens who might not like the Empire but aren't (yet) rebels. One PC might be force-sensitive (I wouldn't allow more since they're supposed to be rare, but with a group of young players, I might not allow any to avoid jealousy among the player base).
They are taking a hoverbus from Mos Eisley to Mos Espa when a speeder with some Stormtroopers shows up and pulls the bus over.
The troops come aboard and start looking around, although they aren't saying why and they don't have to explain themselves to anybody. Secretly they've been tipped off that some rebels are onboard and smuggling weapons, and they are whether the PC's are or not. The troops place everybody under arrest and order them out of the transport, and begin searching the PC's and the transport. Eventually some contraband is found on the bus: a crate full of blasters stowed in the cargo compartment. The troops declare the whole bunch to be Rebels and decide to perform a mass execution. If the PC's don't resist at this point, an NPC among the group pulls out a hold-out blaster he had hidden and opens fire, just as a few rebel reenforcements come out from behiind some rocks.
There is a shootout, the PC's who don't have weapons will get a quick chance to grab a trooper's blaster rifle (or some of the blasters from the crate) and start firing. The NPC Rebel who started the fight is probably killed, although when the PC's win the Rebel(s) who came to their aid come over and introduce themselves. About at this point some speeder bikes with a few other Troops show up as backup, and the PC's get to have a chase scene as they drive the transport (or preferably some speeders the Rebels had behind those rocks) in a chase and running blaster fight with some troops on a bike.
They elude the Imperial pursuit, but their speeder is crippled (either from a blaster shot or from a close scrape with some rocks) and comes to a stop, leaving them stranded in the desert. Before long, a Jawa sandcrawler comes into view, and the PC's get the fun of trying to negotiate with Jawas for some spare parts. This is also a chance to use some skill checks like Diplomacy/Bluff/Intimidate, Repair, maybe Survival to help people last in thet Tatooine area.
Eventually, they get the speeder repaired, and if they try to go back to town they find they are now wanted as Rebels, and wanted for killing a squad of stormtroopers (and they're being searched for like Luke et-al was in ANH). The Rebel who rescued them takes them to a small hidden base in Beggars Canyon (if you recall the game Rebel Assault, it's that base), where they get to join the Rebel Alliance and from there the campaign can go in lots of directions. Fortunately it's a training facility to the PC's can be trained for almost any role in the Rebellion from there. If any of the PC's want to be starfighter pilots, the base is actually a flight training facility with a few T-16 skyhoppers. and basic training facilities.)