Rebel Sworn: Chapter 2, Part 1, The First Spark - A Star Wars Inspired Starforged Solo Campaign

Every fire starts with a First Spark...

Welcome solo RPGists (Side question, what do we call ourselves? Let me know if you have any cool ideas). And welcome back to Rebel Sworn, a Starforged: Ironwsworn solo RPG adventure inspired by the world of Star Wars. This is the first part of Chapter 2, The First Spark. 


Exciting! We are starting this Rebel Sworn adventure with Keer the Transdosian, a sworn enemy of the Empire. I admit I have absolutely no idea how to start this adventure, but we know it will begin on Boz Pity. Boz Pity is a planet of red canyons and enormous funeral monuments of a long-dead civilization.

Sparsely populated, Boz Pity hosts both Rebel, Imperial, and possibly smuggler bases. Warfare between the Rebels and the Empire rages across the galaxy, but things are a little quieter on Boz Pity, as there isn’t much to fight over, at least not yet.

OK, time to start.

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Roll on the Inciting Incident chart on page 130. I rolled a 40. Infiltrate a fortified base to steal crucial data. That sounds like a good start to the campaign.

I look through my macrobinoculars at the Imp base. Looks pretty standard, with exterior walls, laser cannon emplacements, and a secure central facility. I assume there are motion detectors and motion-activated spotlights also. Normally there is about a squad of mud troopers doing guard duty with a squad of Stormtroopers for patrol and stomping on the necks of the locals. Great, that's about 20 Imps for my lonely self. Not great odds. But I told Rebel command I would get that data or at least blow the place up and destroy it. I hope I both get the data and blow it up, I’m an optimist at heart.

Swear an Iron Vow +1 with Heart

Challenge Dice, 2,5 vs Action Dice 4+1=5

Using Bannersworn I can reroll one dice on an Iron vow if it's to what Keer has dedicated himself to, so I’ll reroll the 5 challenge dice. A 9. Oh well, no improvement.

Weak hit, +1 Bonds tick for Bannersworn and +1 momentum (now 3 Momentum)

Vow - Retrieve data from the imperial base or destroy it. Vow level is Dangerous 

Doesn’t look like the information provided by command will be of much use here. They said a light garrison and the base were still being built. Looks complete to me and the 20 troopers don’t look ‘light’ at all. Still, a job is a job and I got my orders.

R5, my droid, whistles quietly beside me. “Yes, I know R5. I need to get you inside to crack the security. I’m working on it. These Imps seem pretty on point right now. Maybe they are fresh recruits to Boz Pity? Well, they might be a bit jumpy. I wonder if they have the stomach for some explosions.” I smile at R5 but the droid makes a few clicks and quiets down. No sense of humour in that thing. What do you expect from a former Imp droid?

Alright, I’m going to need a big boom to get these troopers to run, hide or soil their armour. All options sound good to me. I drop my pack and start to dig through it. I search past det cords, fuses, and explosives of different types and styles until I find what I’m looking for. A thermal detonator, a tried and true beauty. One is enough to blow a hole in their fancy wall, but I’m trying to make a statement so I’ll use two. Now I’d love to smash up their new outpost but with the walls manned and with the Boz Pity sun in full brightness, that’s suicide. I’ll settle for something close by. I scan the horizon and find an old hulk of a speeder. Perfect.

I sneak over to the speeder and plant the thermal detonators. I retreat to a safe distance and get ready for the fireworks.

Secure an Advantage +3 with wits, Demolition score 2

Challenge 9,4 vs Action 4+3=7, Weak hit

+2 momentum (now 5 momentum)

Reach a Milestone on Dangerous Vow to retrieve or destroy Data

Progress on vow = 2 boxes

Boom! It's a thing of beauty. The old speeder disintegrates into beautiful blooms of red, and orange. Watching explosions always makes my missing finger twitch. Oh well, now time to see how the Imps react. After a few minutes, the compound doors swing open and the stormtrooper squad exits on speeders and armoured transport. They head to the explosion. The Mud troopers stand fast, but at least I’ve cleared out half the outpost. Things are improving for Keer.

An exploding speeder makes the perfect distraction. Creating using Nightcafe by me.

With all the Mud troopers distracted and the best soldiers going hunting, this is my chance! I pick my way across the landscape, keeping to shadows and behind boulders.

Face Danger +2 with Shadow

Challenge 4,6 vs Action 2+2=4, Miss

Pay the Price - Spotted by the troopers

First miss of the campaign! This is an easy one, Keer is spotted by the troopers in the compound, now let us see what happened!

I’m nearly at the outpost wall when I hear shouting “Hit the alarm! Someone is trying to get into the compound!” Before long blaster bolts start slamming into the ground around me, luckily they aren’t great shots. I pull my blaster out and start sprinting, looks like I’m going to blast my way in!

Enter the Fray +1 with Edge

A squad of Mud Troopers (Imperial Army Trooper) - Dangerous

Challenge 4,6 vs 4+1=5, Weak Hit

I am in Control

I pull a smoke grenade from my belt and throw it in front of me. I doubt these Mud troopers have thermal sights, so it should give me the cover to get past them.

Mud Troopers are not first-rate Imp soldiers. Created using Nightcafe by me.

Gain Ground +2 with Shadow

Challenge 4,5 vs Action 1+2 =3.

Burn my Momentum, reset to 2. Action Score now 5, Weak hit, +1 on next move

The smoke covers the ground and I dodge into it. The troopers fire wildly at it but they’ve lost me and they can’t get a proper bead on me. Great, now time to get close and personal with these Imps. With cover and some time, I get to the outpost wall and place some explosives on it. I’ll need a decent bang to get inside.

Gain Ground +3 with Wits, +1, Demo score 2

Challenge 9,1 vs Action 3+3+1=7, Because one of the challenge dice was equal or under the demo score a weak hit is now a strong hit! Strong hit!

Mark Progress =2 boxes, +2 momentum = 4 momentum

The explosion blows a nice hole through the outpost wall and knocks a trooper off the wall. Excellent! Now enough of this hide-and-seek stuff, this is claw work from now on out. I charge into the outpost and go directly for the first trooper I see.

Strike +2 with Iron

Challenge 7,2 vs Action 3+2 = 5, Weak hit

Mark Progress twice = 6 boxes, In a bad spot

I hit the first mud trooper I see with my claws, sending him sprawling across the compound. The next trooper fires a shot before I cleave him. Then they start getting organised, firing at me even though the smoke from the explosion still obscures me. I have to fall back, as the blaster fire is starting to get closer. I ducked behind a piece of the wall that blasted into the compound and take a few breaths before my next move.

React Under Fire, +2 with Shadow

Challenge 9,2 vs Action 1+2=3, -1 Health, now 4 Health

Still in a bad spot

I look down and see a blaster burn along my side. Damn mud troopers, when did they learn to shoot? It isn’t bad, I take out a bacta canister and spray on it really quick.

Endure Harm +4 with health

Challenge 6,4 vs Action 6+4=10, Strong hit, +1 Health, back to 5 Health

Bacta always stings but I grit my teeth and I see it start healing up. Now time to end this little dust-up. The firing has died down and I see the troopers trying to flank me. They should have stayed away. They are going to pay for that mistake.

Clash, +2 with Iron

Challenge 7,10 vs Action 2+2=4 

Pay the Price, 69 I waste resources -1 Resource (now 4)

I charge the nearest Mud trooper but I’m quickly flung back in a hail of blaster fire. In my haste to prep an explosion I drop a thermal detonator. And that was my favourite one! I was saving it for a special occasion. Well damn. I look around and see the entrance to the central control building of the outpost is open. Stupid Mud troopers just can’t think of anything but shooting a blaster. I sprint to it.

React Under Fire, +1 with Edge

Challenge 7,5 vs 6+1=7, Weak hit -1 Health, now 4 Health

Endure Harm +4

Challenge, 3,7 vs Action 3+4=7, Weak hit, 

Won’t take the Momentum for health, health stays the same. 

I make it to the entrance of the command centre and as I enter I feel something smash me in the back. It hit me harder than a canto of spice. Knocked to the floor, my vision is blurry and my head is swimming. No good. I’m out of the line of fire for the moment but the troopers will be here soon. I need to get ready for when they work up the bravery to enter the compound. This sounds like a job for explosives. I only have seconds but I whip up a quick trip wire and wait for them to enter.

Bit of a home rule here. I’ll say Keer can Strike and Clash with Wits if he uses his trademark explosives. But I’ll say he can only do it after a hit on a React Under Fire or a Gain Ground. He needs to get some space and time to set up the explosives. Let me know if you agree with this home-rule. I might revise it back if it turns out to be overpowered.

Clash +3 with Wits, Demolition Score 2

Challenge 3,2 vs Action 3+3=6, Strong hit

Mark Progress twice = 10 boxes, in Control

The troopers hesitate right outside the outpost. They finally get up the courage to enter and they storm in as a group, not seeing my trip wire. Well, I won’t talk about all the details but let's just say it was a muddy mess. Now it's time to end this fight.

A trip wire is an explosive way to win a fight. Made with Nightcafe by me. 

Take Decisive Action

Challenge 8,2 vs 10 Progress, Strong Hit

Victory against the Mud Troopers, +1 momentum (now 5)

I stroll among the remains of the troopers, disarming the few who are still alive and ensuring the rest won’t get up again. I don’t relish this violence, but the Imps never really gave me much choice. At least the troopers are taken care of and the outpost is all mine for the moment.

Reach a Milestone on Dangerous Vow to retrieve or destroy Data from the outpost.

Progress on vow = 4 boxes

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Well, there we go! The First Spark has been struck and we get to know Keer a bit better. He seems like a clever character, planning to draw out the squad of Storm Troopers instead of engaging the whole group. He also loves blowing things up, which I can appreciate. Let me know what you think and if you like the story. Tune in next week to see part two of The First Spark.


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- Croaker

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