Rebel Sworn: Chapter 6, Part 2, The Speeder - A Star Wars Inspired Starforged Solo Campaign

Welcome back to Rebel Sworn. The journey continues but I have a feeling it is coming to an end soon. A few good rolls and Keer and Zhar will make it to the Dreadnought. Of course, a few bad rolls and they will be in a bad spot. That's just Starforged for you!

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

Last we were with the group they were traveling to the Dreadnought. It's been a rough journey so far and it still isn't over.

Alright, let's play!

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As time has passed, it's time to tick the clock for the Imperials to get the Dreadnought started. So far, Keer has been lucky with the rolls, as the Imperials have made no progress on the ship. However, I think the Imperials would, by this point, bring in more help to get the ship started. I'll make it more likely that they will make some progress from now on. Anything up to 75 on a D100 will mean progress.

A 27! That is one progress for the Imperials. They need three more to get the ship started. Keer better hurry up.

Zhar and I wake up to a muddy landscape. But at least the rain has stopped. Small miracles in all. We pack up our meager belongings and start trudging through the mud. Hopefully, today brings good progress.

Undertake an Expedition +3 with Wits

Challenge 2,9 Vs 2+3=5, Weak hit

+1 Progress (now 4) - Face a peril at the waypoint

What is the danger? The oracle says Damaged Labor.

Zhar and I move on. R5 beeps and boops for the first time since we left Boz City. To be honest, I'd forgotten the little guy was along for the journey.

Behind the screen: I kind of did forget about the little droid. Oh well.

"What do you see, little guy?" R5 beeps more frantically; it's definitely telling us something dangerous is up ahead.

"Ok, let's take it slowly. Zhar, keep quiet and stay close to R5. I'll sneak ahead and see what R5 is so upset about." I move quietly through the short brushes and gravel to get a better look.

Gather Information +2 with Shadow

Challenge 7,9 Vs 4+2=6, Miss

Pay the Price - Discover a looming threat

Slowly moving forward, I step around a large rock and come face to face with an Imp probe droid. Kark! It immediately starts spinning and broadcasting its gibberish language. I pull my blaster to fire, but it zooms off before I get a chance to fire.

Well, the Imps will know exactly where we are now. It's only a matter of time before another shuttle of troopers finds us.

"Zhar, R5, let's get moving before we get company. Let's go now!"

Undertake an Expedition +1 with Edge

Challenge 3,3 Vs 6+1=7 Strong Hit with a Match!

+1 Progress (now 5) Opportunity - A vehicle

We move quickly, as fast as our tired legs and wheels can take us. The canyons, rocks, and bushes all blend together, and it becomes hard to judge distance. The heat becomes unbearable as the sun reaches its height.

Suddenly, Zhar says, "I must be dreaming because that looks like a speeder up ahead."

"That is stupid, Zhar. Our luck would never allow for that."

"No, Keer. It is a speeder! Well, Kark me silly. I think our luck has changed!"

With Zhar pointing, I see the Speeder. It's an older model, but it looks mostly intact. If we can get it running, we can save a huge amount of time!

If Keer and Zhar can get the Speeder to work, each Undertake an Expedition will count for 2 progress.

"R5, up and center. Let's check it out and see if we can get this Speeder working!"

Secure an Advantage +4 with R5 (R5's health)

Challenge 10,4 Vs 5+4=9, Weak hit, +3 momentum (5)

R5 gets to work, and after not too long, the Speeder fires up.

"Oh, the Force must be with us today," says Zhar.

"The Force? What's that religious stuff have to do with this? You should thank R5 instead."

R5 beeps. He's never going to live this down. Great.

With the Speeder, we are going to make much greater progress. But I know, just because we have a speeder doesn't mean we can go crazy and speed off as fast as possible. We actually need to be even more careful with it.

The speeder will definitely help the trip go quicker.

Undertake an Expedition +3 with Wits

Challenge 10,2 Vs 5+3=8

Weak hit - Face a peril at the waypoint

+2 Progress (Now 7)

What is the peril? I'll say it is something that delays the group. Maybe an Imperial patrol as they are starting to get close to the Dreadnought.

We are making great time now. At this rate, we will be at the Dreadnought coordinates in just another hour. But nothing is ever easy with rebellion; I've learned that the hard way in my life. An Imp shuttle flies in the distance, then I spot a Tie Fighter. We must be getting close with this much Imp activity.

"Zhar, we need to hide until nighttime. Otherwise, we will be spotted and blasted from the sky. Let's find a place to hold up."

This delay will give the Imperials another chance to get the dreadnought to work. Anything under 76 is progress for the Imperial technicians. 68 - progress, they are now 50% done.

Night descends on Boz Pity. It's quiet, but in the distance, we can see lights; it must be the Imps' work party at the Dreadnought. They must be working night and day to get the karking thing into the sky. Hopefully, we aren't too late.

Zhar spots it also, "Keer, there is no telling how close they are to launch it. If we get closer, we can tell for sure. You know how hard it is to repair one of those old beasts, especially if it's on the ground?"

I shrug. We are so close. Time to be careful.

Undertake an Expedition +3 with Wits

Challenge 10,8 Vs 6+3=9

Weak Hit, -2 Spirit (2)

+2 Progress (now 9)

We take the speeder out slowly and carefully pick our way through the broken terrain. As we get closer, there are more and more signs of a large Imp presence. Kark! This is going to be a hard nut to crack. I don't know how we are going to get into this Dreadnought, let alone get it running under the Imp's noses.

Endure Stress +2 with Spirit

Challenge 9,5 vs 5+2=7

Trade 1 Momentum (now 4) for 1 Spirit (now 3)

Zhar slaps me on the shoulder, "Hey Keer, don't stress it, mate. We've gone through worse things before. We will figure it out, or worst case, we can blow the whole thing up. Easy peasy, right?"

I laugh. Zhar always knows how to pick me up. It's true. Worst case, I can blow the whole damn thing up. And that cheers me up.

We are close now. Nearly there.

Finish an Expedition

Challenge 5,4 Vs 9 Progress, Strong hit!

One box filled on Discoveries Track

We creep closer and closer in the speeder. Over a last ridge, we see it shining in the distance. The Dreadnought is alight by a hundred lights. I can see the Imps crawling over it like ants, their machines darting around in the floodlights.

I clasp Zhar on the shoulder. They look at me and smile. Despite the hundreds of Imps there, we've made it to our goal. "Keer, it's a beast! That thing has a dozen turbo cannons, hundreds of laser turrets, and some serious ship-killing weapons. If we get that flying? Keer, we will kick the Imps out of the whole sector!"

"Yes, Zhar. But now we have to sneak in there, somehow start it, and then fly it out of here. And there are only two of us." R5 fires up with several long and high-pitched beeps. "Yes, yes. Sorry. There's only three of us."

"Oh, those are just details. If we get into the ship, I reckon there are so many different places for us to hide. We can literally hide on the ship. Haha! What an adventure!"

My head shakes as I contemplate the insane idea Zhar has come up with. "Well, Zhar, if you're going to sneak into the ship, you'll need a good distraction. And Zhar, distractions are what I'm good at."

Reach a Milestone - Activate the Dreadnought for the Rebels - Formidable

+1 progress - 2 boxes

The Separatist Dreadnought.

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That's it for the story this week, but I've just gained some experience. Instead of saving it, I think I need to spend it. Stealing the dreadnought from under the noses of the Imperials will be a huge challenge for Keer.

Well, who can help with this? R5! So let's bump its asset up. I'll get this upgrade:

When you Repair aided by the bot, add +1. On a miss, it reveals an alternative approach that will take extra time; you may reroll any dice, but first Lose Momentum (-2).

This will be hugely useful as Keer will likely do some repairing.

And it's been a while since I did an update on Keer's stats. So here they are:



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