Rebel Sworn: Chapter 6, Part 1, An Unexpected Fight - A Star Wars Inspired Starforged Solo Campaign

Welcome back to Rebel Sworn. 

The start of the expedition has not been great for Keer and Zhar. But will things improve or get worse for our little group?

Haven't read Rebel Sworn yet? Check it out from the start here. 

Let's play!

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Begin a Session - Flashback reveals an aspect of another character, place, or faction

+1 Momentum (3)

Zhar stands at the viewing deck of the shipyards over Ryloth. The view has always stunned them. Such majesty and power. Zhar’s family owns these shipyards, the only ones in the sector and a huge point of pride for the people of Ryloth. An alarm blares; Separatist ships are entering the sector and not responding to hails. The entire defense fleet of Ryloth is alerted, but it won’t be enough.

Where is the Republic, Zhar thinks? Where are their friends? No, they are alone and must continue as best they can on their own, even if it spells their doom.

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Clock - Imperials Start the Dreadnought - Because things went so badly last chapter, I’m actually going to give the Imperials two rolls on the clock. This represents the significant setback Keer and Zhar are having. I’ll say there is a fifty-fifty chance the clock advances. 73 - That’s no tick and 82 - no tick. Very lucky for Keer there.

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I look around. We aren’t in a bad position. From where we are, the shuttle can’t get a good hit on us without flying into the canyon, and the Imperial troopers will have to come in a lot closer. My shoulder burns; I won’t be doing any climbing at this rate. That leaves only one real option here. We have to fight.

“Zhar, get yourself ready. We are going to have to fight our way out of this one. It won’t be good; I’m not going to sugarcoat this one.”

What kind of troopers are Keer and Zhar facing? I’ll say there are three possibilities. A weak group of administrative troops forced into this role after losses suffered in Boz City (1-33), Standard Imperial Army Troopers (34-66), or elite Storm Troopers (67-100). 64 - A standard squad of Imperial Army Troopers or as Keer calls them Mud Troopers.

The shuttle lands, and outpours a squad of Mud Troopers. Damn, this won’t be an easy fight. At least we don’t need to kill them all, just scare them off or force them to back off so we can escape. Zhar pulls out a small blaster too. We are as ready as we will ever be.

A squad of Mud troopers on the hunt for Keer and Zhar

Enter the Fray +1 with Heart

Combat Rank - Dangerous

Goal - Escape or scare off the Troopers

Challenge 7,9 Vs 2+1=3, Miss Start in a bad spot

We get into what I think is a good position until the Mud Troopers start blasting all the rocks around us. They must have spotted us! Damn, this isn’t working out for Zhar and me at all. I’m not sure we are going to get out of this one. Still, we can’t give up. I grab a thermal detonator and throw it as hard as I can. That should confuse them.

Clash +2 with Edge, Explosive Score 1

Challenge 6,6 Vs 6+1=7

Strong Hit! (and three sixes!)

+2 Progress (4 out of 10) and in Control

I hear shouting as the thermal detonator falls in the midst of the troopers. Haha! It’s a lovely sound, that’s for sure. With them confused, this is a good chance for us to dash to a new position that would be a little bit safer. I grab Zhar and run as hard as I can to another set of rocks by the canyon.

Gain Ground +1 with Edge

Challenge 5,7 Vs 6+1=7, Weak Hit

+1 Progress (6 out of 10) still in control

We run hard and get to the new area. We have a bit of room between us and them now, enough to take a second and think about our next move. “OK Zhar, I’m going to set up a thermal detonator as a bit of a trap. When they come to find us, they will find a little surprise instead. Can you cover me? I just need a minute.” Zhar nods and fires off a few blaster bolts at the troopers.

I get to work setting up my thermal detonator trap. This is the part I enjoy.

Gain Ground +3 with Wits, +1 with Demolitionist

Challenge 9,4 Vs 3+3+1=7, Weak Hit

+1 Momentum (4), +1 Progress (8 out of 10), still in control

With my trap set, I tap Zhar on the back, and we run again to a different set of rocks. We watch as the Imps inch closer to our old position, clearly not knowing the surprise I have in store for them. The point trooper edges in and triggers the bomb! But damn, it doesn’t get them all.

Still, they are confused and disorganized, a perfect time to make our getaway. “Zhar, this is our shot. Let’s go as fast as we can. I don’t think they are in the mood to chase us now.”

Take Decisive Action - 8 Progress

Challenge 5,9 Vs 8, Weak Hit - You face collateral damage: Something is lost, damaged, or broken

Well damn. I think it can only mean Zhar is hit somehow. Let’s play it out.

We take off sprinting yet again. Zhar yells at me, “Look Keer! A rock bridge, if we can get across, we can get away from these damn Imps.” I nod, huffing and puffing the whole way. We race across the stone bridge just as the Imp troops are getting reorganized. A few bolts fly around us, but thankfully, I’m not hit again.

But then I see Zhar go down hard. They must have been hit by blaster fire. Damn Imps got a lucky hit. I don’t miss a step as I reach down to grab Zhar and drag them along. I keep dragging and running until we are clear.

How hurt is Zhar? I don’t think it’s life-threatening. Anything under a 90, and Zhar won’t die. A 21, good. OK, but is it serious? I’ll say 50-50. A 51, just barely serious. Where did he get hurt? I’ll use dice from a different game, my new Fallout RPG dice that has a body location dice. That gives me Torso. Poor Zhar.

I set Zhar down and take a look. I quickly spot a large blaster hole in Zhar’s lower back; it looks bad. Much worse than my hit in my upper shoulder. Zhar is going to need medical attention now. Kark why did I give that bacta strip to those Imps!

Heal +3 with Wits

Challenge 4,8 Vs 4+3=7, Weak hit

Zhar is healed, but it takes extra time -2 momentum (2)

Zhar is patched up, but it takes a while. Also, they are hurt pretty bad, and moving them isn’t possible for a while. I hate to sit around, but what choice do I have? Night closes in quick, and before I know it, the stars are out.

Because Keer has to stop, it will trigger another roll for the Imperials as they try to raise the Dreadnought. A 90, lucky again. The Imperials make no progress yet.

Dawn breaks over the badlands of Boz Pity. I check on Zhar and see their wounds are recovering nicely. They will be able to travel a bit today, but we can’t go all out just yet.

“I feel like I got into a fight with a Gundark and a Rancor Keer. That was a close one, wasn’t it?”

I nod; Zhar doesn’t know how close it got, not really.

We can’t risk running into another Imp patrol, so today we have to travel carefully and put more distance between Boz City and us.

Undertake an Expedition +3 with Wits

Challenge 3,10 Vs 3+3=6, 1 Progress on the Expedition

Face a peril at the waypoint

What is the peril? Led astray. Let’s roll on Descriptor Focus. I get Abandoned Plant. Oh, I see.

We make our way slowly through the canyon lands and into an area of Boz Pity that has a bit more undergrowth. As we keep hiking, I notice the plants are looking more and more uniform until I realize we are walking through what must be a farm.

Up ahead, I see smoke. We make our way quietly and see a recently burnt farmhouse. Looks like blaster scoring, and it was obviously recent.

“Keer, we got to see if anyone is hurt. This is probably Imp work, retaliation for the whole Boz City thing. The farmers might be alive.”

I sigh; Zhar is right, people might be alive still. I pull out my blaster and motion Zhar to stay put. I move forward quietly.

Face Danger +3 with Wits

Challenge 6,3 Vs 4+3=7, Strong Hit, +1 Momentum (3)

As I move past the house, I see the charred bodies of several people. We are much too late. I shake my head and motion for Zhar. Zhar spends a few minutes cursing the Imps. As I look around for something to help bury them, an Imp shuttle flies overhead. We can’t stay here and move on.

Undertake an Expedition +3 with Wits

Challenge 5,4 Vs 4+3=7

+1 Progress (now 2) - Cavernous sinkholes

We come across some sinkholes that would swallow a whole space cruiser. There is a certain majestic beauty in the scene but also an underlying danger. We walk carefully among the holes, avoiding parts that look weak and sticking to solid ground.

The sun is slowly setting; we probably have time to travel a bit more before we have to settle down for the night.

Undertake an Expedition +3 with Wits

Challenge 2,9 Vs 6+3=9, Weak hit

+2 Spirit (3) - Rainstorms

+1 Progress (now 3)

Boz Pity isn’t known for its rain; it’s mostly barren and dry, but every once in a while, rainstorms wrack the plains. We just have enough luck to get caught out in one during our trip. Sheets of rain wash over us as the ground turns to thick mud. Zhar and I trudge through it for a while. As a Transdosian, the cold and wet sap my energy and my spirit.

After a while, the sky has gone completely dark. We find a bit of overhang under a rock and settle down for the night.

Endure Stress +3 with Spirit

Challenge 3,9 Vs 6+3=9, Weak Hit

Exchange -1 Momentum (2) for +1 Spirit (3)

We get as comfortable as we possibly can. At least it’s somewhat dry under cover. Zhar tells me a ridiculous story about a bar fight they were in on Ryloth. It’s hilarious and raises our spirits a bit. After a while, we get to sleep. 

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Well, this trip is going poorly for our small group. Hopefully, things improve before the Imps get the Dreadnought into the air. Only time will tell. 

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