Archives for category: edge of the empire

The adventure continues with our heroes racing through the streets towards the docking bay…

Encounter 6: All aboard

Option B: The docking bay is guarded by stormtrooper squads (2 of them with three troopers each) instead of security droids. Trex is alerted and has taken up a defensive position inside the docking bay. A wins 7 to 2, by the book.

-As we race towards bay Aurek I use my last stimpack on myself to recover from the blaster burn I suffered during the stormtrooper encounter (regain 4 hp, back at 5). Oskara uses one of her stimpacks as well, since she still has pain (regain 4 hp, back at 7, one stimpack left).

-The large circular structure ahead has a giant letter aurek stenciled onto the building’s side. It’s the landing bay! The bay doors are open and I can see the YT-1300 transport inside. The loading ramp is lowered and guarded by two security droids. Two more security droids stand guard at the entrance to the bay.

-I signal Oskara to halt, we take cover in a doorway and watch the bay for a few moments, thinking about a plan to get in.

Out of character remarks:

At this point in the adventure it becomes apparent that the adventure is actually not well thought out if you read the options given for the PCs in the book. I mean Mos Shuuta is probably not a very big city with only two landing bays. Teemo is the Hutt crime lord that runs the place and has his residence there, meaning he will have eyes and ears on the streets and knows what is going on. The characters have all worked for Teemo in the past and for a while, so their faces are probably familiar to Teemo’s men and even if not, after they decided to leave his services he will have put the word out to look for them, as implied by encounter one and two.

So, so far the characters have killed or seriously injured a few of Teemo’s Gamorreans, then they (apparently) robbed a junk dealer using force and killed a total of six stormtroopers, that were also looking for them. The starport control encounter also had the option for using force. At this point one would expect the heroes’s faces plastered all over the place on holo broadcasts etc.

Even if the security droids are “neutral” starport guards and not Teemo’s droids I would expect them to be updated with the newest local wanted lists, including pictures. So in my book, walking up to the droids and making some kind of story should have no chance of success whatsoever and the droids should immediately recognize the heroes as the current most wanted criminals.

Then again, it could be that it all happens so fast that the local security can’t keep up with all the events.

However, I do know that the adventure is primarily designed to ease new players and GMs into roleplaying and teach the mechanics, so it certainly does a good job at that.

Now back to the game…

-“As I see it, we have only two options: Fight our way in or try to find a different entrance. Since we don’t have anything to lose I suggest we scout out the area first, the fighting does not run away.”

-Oskara agrees. We decide that I will cover her from here while she takes a quiet look around.

-Stealth check (Body) vs. the droid’s Mind of 2: 5, 4, 2 vs. 5, 2, draw, roll off: Oskara 1 vs. Droids 5, fail.

-Time for some stats: Security Droid: B: 2, M: 2, C: 1, HP 2, Damage 1 (built in blaster pistol)

-Determine initiative: Pash 5, 4, 3, 1, pass; Oskara 4, 2, 1, pass, so Pash, Oskara, Droids

-Round 1:

-The security droids have noticed Oskara and move to intercept. I fire at the nearby droid: 3, 1, a miss, damn!

-Oskara is alerted by the shooting and turns to fire as well: 6, 2, 1, 1, a hit, 2 damage, one droid goes down.

-One droid goes down as the second one fires at Oskara: 3, 3, miss, the shots go wide. The droids from inside the bay move outside to assist (move) and also fire at her (action): 6, 1, a hit and 3, 2, a miss (difficulty is 4 since target is nearby). Oskara takes one damage and is at 6 hp.

-Oskara manages to dodge the last split second, the bolt grazes her armor.

-Round 2:

-I fire at the closest droid: 4, 1, hit, 1 damage, one droid at 1 hp.

-Oskara shoots a different droid: 4, 3, 2, 2, a hit, 2 damage, droid goes down.

-Two droids are still standing. One of them turns to fire at me: 4, 1, a hit, 1 damage, Pash at 4 hitpoints. The shot grazes my jacket and leaves a burn mark. The other one fires at Oskara: 6, 4, hit, 1 damage, Oskara at 5 hp.

-Round 3:

-I fire at the droid that I hit before: 4, 3, hit, 1 damage, droid goes down. I hit it square in it’s metal chest and it goes down. I then race towards the loading ramp of the freighter inside the bay.

-Oskara shoots the last remaining droid: 6, 6, 4, 3, hit, 2 damage, droid down. The last droid goes down and she races to join me.

-I reach the loading ramp but come to a sudden stop as a blaster bolt hits the ground in front of me. At the upper end of the ramp is a tough looking Trandoshan, armed with a blaster rifle and wearing battle armor. It’s Trex! (Stats: B: 3, M: 2, C: 1, HP: 7, Damage 2 (ranged/melee), Cliches: ruthless slaver, cruel bounty hunter

-Round 4:

-I duck behind a loading ramp strut and fire at Trex who is nearby: 4, 4, hit, 1 damage, Trex at 6 hp.

-Oskara takes up position behind the other strut (move) and fires: 6, 3, 2, 1, hit, 2 damage, Trex at 4 hp.

-Trex moves to engage us in melee combat (move) and attacks me with his vicious claws. However, I manage to sidestep, use the strut for leverage and swing around it to kick him in the side! Trex failed the check so he took damage, he is down to 3.

-Round 5:

-I have no intention of fighting this Trandoshan in melee so I try to disengage and withdraw up the ramp (1d6: 5, odd, failure). However, he grabs me and drags me back down. I try to shoot him at point blank range (difficulty 6): 2, 4, miss.

-Oskara tries to get a shot in as well (difficulty 6 as well since engaged): 4, 3, 3, 1, miss.

-Trex continues to slash at me with his claws. He wins with 9 (Rule of 6) vs. 4. I take 2 damage (down to 2).

-Round 6:

-I am desperate and try again to get away (move, 3, failure). As that fails I try to shoot him: 5, 2, a miss.

-Oskara tries to withdraw up the ramp (move, 1, failure) but he can keep both of us in the infight. Oskara tries to bring her rifle to bear: 6, 5, 2, 1, a hit!, 2 damage, Trex at 1 hp.

-Trex slashes at me: He fails and takes damage and goes down!

-I block his blow and kick him off the loading ramp. He lands on his back and stays down.

-Quick! Into the ship. Let’s get out of here…

Continuing my playthrough of the Beginner Box adventure I present encounter 5, in which our intrepid heroes fight off two squads of imperial stormtroopers. I was very pleased with the combat rules in action.


The adventure continues as the heroes try to gain access to starport control in order to release the docking clamps that hold the ship in place…


The adventure continues with the intrepid heroes leaving the cantina and heading for the junk shop to aquire a spare part needed to repair the hyperdrive of the ship they eventually plan to steal. However, you have to put up with handwritten notes again.

Encounter 3: The junk shop



I really like the quick and elegant so1um rules created by Matt Jackson so I tinkered with them a little and did some brainstorming for a slightly more complex but not necessarily more complicated variant. Even though it is little more than mental notes at the moment I decided to try a few concepts playing through the published adventure that came with the Edge of the Empire Beginner Game. I never played it, so I decided to go ahead and try it out, using the Miso RPG along with the GM apprentice deck to keep a little surprise for the solo player.

So here are the first two encounters:


Pash – Human smuggler: Body 1, Mind 3, Charm 2, Hitpoints 5, Damage 1, Cliche: Lucky Smuggler

Oskara – Twi’lek bounty hunter: Body 3, Mind 2, Charm 1, Hitpoints 7, Damage 2, Cliche: Efficient Bounty Hunter


The heroes are racing through the streets of Mos Shuuta on the desert planet Tatooine. They are on the run from a group of thugs in the employ of Teemo the Hutt, a local crime boss. They have decided to resign their service with Teemo’s organisation without asking him for permission, so they need to make a quick getaway. Unfortunately, the only way out of Mos Shuuta is by starship, which the heroes need to aquire somehow…

During the adventure I will document the events through the eyes of the smuggler Pash.

I will also use the technique of rewriting the adventure on the fly using the Miso RPG approach to retain some element of surprise for the solo player:

The scenario outlined in the published adventure will always be option A with a d10 assigned for odds and I will come up with a slightly different scenario that fits the context which will always be option B with a d6 assigned for odds.

When the encounter starts, I will roll off the options, higher roll wins, to see what is going on. If I need some sort of GM emulation or oracle I will use the GM apprentice card deck as randomizer.

Check it out here:

And the Miso RPG here:

Encounter 1: On the run

Option B: The patrons in the bar work for Teemo and have been warned by Teemo’s thugs by comlink that we are coming, since the Gamorreans have spotted us heading for the cantina. A wins 9 to 1, so it goes by the book.

-As we race through the sandy streets of this rathole of a spaceport I spot a cantina ahead. “Quick Oskara…in there! Maybe this place has a backdoor to slip away unnoticed.” We head for the entrance.

-The air inside the room is cool, a few patrons are in the room and most of them including the bartender stare at us. In the back, behind a dancing stage, I spot a doorway and point at it: “That’s our exit!”

-We race for the exit, the stage is occupied by a Twi’lek dancing girl. I try to convice her to let us pass and get backstage. Charm (2) vs. difficulty of 3 (easy, since that is what the adventure suggests and because I have a fellow Twi’lek with me): 6, 3, success.

-The dancing girl nods and moves aside: “Quick, in here, I try to distract whoever is coming for you.”

-Only moments after we slip through the door the Gamorreans arrive, look around, squeak at each other and then turn to leave. The perfect moment to strike has come…

Encounter 2: A gang of Gamorreans

Option B: The Gamorreans are not only armed with melee weapons but also with blasters and a few of the patrons take side for them, since they fear Teemo. A wins 7 to 2, so by the book again.

-We can surprise them. I take aim with my blaster pistol, Oskara with her blaster carbine. “On my mark…the one that is closer…” I whisper.

-Time for some stats: Gamorrean thugs: B: 3, M: 1, C: 1, HP: 3 each, steel club (melee, damage 2)

-A ranged attack against a target that is nearby, Body + cliche vs. 4: Pash 6, 2, hit; Oskara 1, 5, 4, 3, hit. Our two blaster bolts strike the closest Gamorrean. He goes down, he never knew what hit him.

-Does the remaining Gamorrean press the attack? (even odds, GM apprentice draw) No, he decides to flee. He sprints out of the cantina.

-I try to get one last shot in, I want to wound him and aim for his leg (called shot, difficulty 6: 4, 3, miss). My shot goes wide. “Quick Oskara, don’t let him get away!”

-She shoots: 3, 3, 5, 5, miss. Her shots miss by only a hair but the Gamorrean gets away.

-We shouldn’t stick around to long, let’s get out of here.

-As we hop off stage the bartender signals for us: “If I were you I would get the hell out of Mos Shuuta now. To bad that the only ship in town at the moment is owned by a Trandoshan named Trex who is in the employ of Teemo. It is also unfortunate that the ship has a broken hyperdrive. Anyhow, it is in bay Aurek right now, I don’t know for how long. Now get out of my cantina!”


To be continued…

Finally Cal manages to complete his assignment and hands over the datacard, collects his reward, and gets his ship back in shape. Not without further difficulties, of course…:

Session Log:

-Create destiny pool for the session: 1 dark side destiny

-So I am followed, three guys, two humans and one scaly alien. Two will probably cut me off in the front any moment now while the third one, the alien, will close in from behind.

-Time to act first and fast…

-Roll initiative! Cal uses Cool, the thugs Vigilance: Cal scores two successes vs. one success from the thugs.

-The combat starts at short range and is run on scrap paper.

-I get the jump on them and draw my blaster, set it to stun while bringing it up and fire a quick shot towards the scaly alien behind me. It is never good to be surrounded. The bolt hits him or her, hard to tell, and it goes down, limbs numb.

-The other goons were clearly surprised, but not surprised enough, and return fire, their blasters set for stun as well. I guess in an imperial controled city like Tamesh Prime nobody wants to face a murder charge after all. My reflexes kick in as I dive for cover (Dodge talent), causing the shots to go wide.

-I quickly return fire and hit one of the guys in the shoulder, however, that was enough to overload his nervous system and he goes down.

-The remaining guy however was obviously a better shot. I grit my teeth as a jolt of pain runs through my body, causing my left arm to go numb. A stun bolt hit me and even my padded and armored jacket could not fully absorb the impact. Another one of those hits and I am out cold. (Down to 6 strain)

-Can’t let that happen, I take aim and fire…direct hit in the chest. The last of them goes down.

-No time to stick around! No doubt somebody already called in the stormtroopers. My arm is still numb, dangling useless from my shoulder. I disappear into an alley and take a few erratic turns.

-I take a different route to the meeting point.

-Stormtrooper patrols on the way? 65%: 24, Yes.

-Damn! A group of four stormtroopers has set-up a checkpoint ahead, almost directly in front of the cantian were I am supposed to meet my employer. Better try to get in through the back door. I don’t know if they got my description.

-Different route available? hard streetwise check: failure, everything canceled (successes, threat, advantages)

-The streets are crawling with stormtroopers after our little mid-day shoot-out. There is no way to get to the meeting point.

-I call my contact and explain the situation. I need to reschedule at a different location. Do they agree? 80%, 23, Yes.

-”Looks like we got no choice if we want the data. We meet tomorrow at the Watering Hole Cantina in the spacer’s section.”

-Alright, so now I have to get back to my ship somehow and wait it out.

-Can Cal get to the ship without being spotted? hard streetwise check: Success with two threat.

-I manage to leave the immediate vicinity of the shoot-out. The streets are safer here. However, shortly before I reach my docking bay I am approached by some street scum. They claim I have been passing through “their” territory and demand a “passage fee”. I could have probably taken them out, however, I was hot enough already and I didn’t need any more trouble. I was able to buy my way out with 500 credits. (Now 5540 total)

-Finally at the docking bay I lock the doors, secure the hatches and get some desperately needed sleep.

-As I wake up the next day the numbness in my arm is gone. I get ready for the meeting.

-I head for the Watering Hole Cantina, it is not very far from my docking bay.

-Encounter on the way? 1-4 on d10: 9, no, lucky me.

-I finally reach the Watering Hole Cantina and meet with my employer, the guy called Mese Resa.

-Always give yourself a chance to fail: Does he try a double cross? However, I assign very unlikely odds. He needs the card and has a reputation to keep, but you never know: 1 in 6 chance of double cross…roll 1d6 and…I rolled a 1, great! So now it gets interesting…

-”Can I see the card?”

-”Money first” I reply.

-Of course…Resa puts credchips on the table with a total worth of 2000 credits. That is 2500 less than what was agreed upon (Flashback: Cal was hired for 5000 and got 500 up front as described in session 6).

-”Your math is off.” My hand comes to rest on the hilt of my blaster.

-”Oh, but it is not. See, your little shoot-out got the imperials all stirred up. I had to wait another day after I already assured my employer that I would obtain the card yesterday. See, a lot of things had to be changed around, excuses needed to be made…yadda yadda yadda, the usual, long story short: Hand over the card, take the credits and be happy that you can leave.” He wasn’t joking.

-”Well, lucky me then, because I didn’t bring the original card with me.” I gave him my best grin.

-Hard Deceit check: Yes! Success with a triumph but two threat.

-Apparently he wasn’t expecting that. His facial expression betrayed him. He needed the card desperately and he needed it now. He was staring at me with ice cold eyes, you could literaly hear him thinking is options through. Of course I knew he had backup here somewhere nearby…

-Without another word he reached into his other pocket and put another 2000 credits on the table. Still 500 short, but he did have a point, I know the business. I am not risking my neck for 500 more.

-We made the exchange and I slipped the money into my pocket and handed him the card. “Don’t worry, it’s the real deal. I fooled you.” (9540 total)

-He left, shortly afterwards three more patrons left, probably his backup. Time for me to leave as well.

-As I was about to leave, two stormtroopers enter the cantina (the two threat from my check) and start checking the patrons and asking questions.

-Try to sneak out the back door: moderate Stealth check: of course a failure, but three advantages.

-The stormtroopers notice me: “Hey you, stay there…”

-Time to do the dance again: Hard Deceit check, because of the three advantages I get to add a boost die. Lucky me, success, all threat canceled.

-Thanks to my quick wit and quicker tongue I convince them, that I was not the guy they were looking for.

-Back in my ship, I call up starport services to get a maintenance crew to do some needed repairs: Restore 12 points of hull for 500 credits each: 6000 credits (now 3540 total, ship is at 20 hull from 22 total and has all strain removed), repairs will take 6 days.

-Get 15 XP for the adventure, now at 19 XP. Purchase two ranks in Skullduggery for 15 XP, 4 XP left.

After my shared sci-fi game is finished I am continuing my Edge of the Empire solo campaign with intrepid smuggler Cal Ozan.

When we left him, he was lucky to hitch a ride on a Gthroc transport after he got separated from his ship while exploring a derelict vessel which was adrift in order to retrieve a datacard.

Now, with the datacard and a ride back to his ship it seems like he is back in business…

Again, a handwritten session report.


So now that Telrac Kendrall has captured his quarry we are back to Edge of the Empire to see if intrepid smuggler Cal Ozan can recover the datacard from the derelict vessel drifting within an asteroid belt…

Session Log:

-Generate destiny for the session: Two dark side destiny to start with. Great.
-Telrac is still within the asteroid belt and has to fly through the belt to get to the derelict vessel.
-That means he has to succeed at three average pilot checks again, one difficulty die is upgraded to a challenge die by spending one dark side destiny: First check: Failure with one advantage. Cal suffers a minor collision which causes one system strain for the Never to Late.
-Second check is succesful with one advantage.
-Third check is a success with a triumph and one advantage. Cal reaches the vessel and manages to dock without any problems.
-He puts on his spacesuit, takes the plasma cutter, his toolkit and the magnetic grappling hook gun with him and heads for the airlock.
-Not wanting to take any risks he uses the plasma cutter to cut away the lower half of the hatch, so that he can crouch and crawl through the opening.
-Cautiously he enters the vessel, there is no artificial gravity, no life support and no power, everything is dark.
-He turns on his helmet’s flashlight to iluminate the area, a corpse in a ship’s jumpsuit is floating through the airless corridor, his features preserved by the vacuum.
-He heads for the cabin where the datacard is supposed to be, according to the description he got, pulling himself along a cable he shot against the hallway wall with his grappling gun. Is the card there? Likely: Yes!
-Sure enough he finds the datacard at the described place. He quickly slips it into his spacesuit pocket.
-Cal then continues to search the derelict ship and any corpses he finds for valuables. Does he find any? Very likely: Yes! Total worth of 1d6 x 500 credits: 2500 credits (now 6060 total).
-He is lucky: A quick search reveals valuables worth about 2500 credits (in credchips, precious metals and small high tech components).
-He doesn’t want to lose any more time so he quickly heads for the hatch. Does everything go smooth? 50/50: Exceptional NO! rolled a 98, crap…
-As he heads for the cut off hatch he is suddenly shaken violently as the ship around him makes an abrupt move…something hit the ship! He quickly pulls himself faster along the cable towards the hatch…
-…just to stare into a vacuum. The impact has ripped away the docking clamp connection. In the short distance he can see the Never to Late, drifting slowly away.
-He needs to act fast! Is the ship still close enough to use the grappling gun? 50/50: No! Rolled a 90, lucky me, 91 would be exceptional no.
-Cal has a feeling the distance might be to great already. Does his spacesuit have small maneuvering thrusters? Very unlikely since it is not mentioned in the gear description: Exceptional No! Not only does it not have any maneuvering thrusters, the suit’s power supply is also nearing reserve levels!
-The suits power is getting low and he sees no way to get to his ship. His only hope is to restore some basic emergency power to this ship and use it…he heads for the engineering compartement.
-To restore the power he needs to succeed at a hard Mechanics check. I will upgrade the check twice with the two light side advantages I have now (since the emulated GM used his Dark Side destiny and they got coverted): Thank the maker, success with one threat!
-Cal manages to restore emergency power, however the ship is in such a bad shape that he only has enough energy for one try. He has to get it right the first time…
-He straps himself into the pilot seat and plots a course…The maneuver will be a hard pilot check and the difficulty is upgraded once by the emulated GM (since he now has destiny available again, thanks to Cal): Fuck. Failure, however with four advantages.
-Cal’s calculations are off, he overshoots slightly. Just as he is about to make corrections the power cuts out. But the maneuver got him close enough to try now with the grappling gun.
-He dashes towards the hatch, aims the grappling gun…and shoots! It will be a hard ranged light check, since Cal is wearing an unwieldy spacesuit, is under a lot of stress and in zero-g: I will upgrade the check once with one destiny: Failure! Man, how can I be so unlucky…but I got two advantages.
-Cal watches in horror as the magnetic grappler misses the Never to Late’s hull by a tiny margin.
-He turns on his spacesuits emergency beacon…maybe the strange freighter he encountered earlier is not to far away? Is it in range of the beacon? 50/50: Yes, it is in range of the beacon. Does it respond? Likely: Yes….puh….close one, but remember, always give yourself a chance to fail. It makes success so much more worthwhile.
-As if somebody has heard his prayers the Gthroc-transport Cal encountered earlier appeared from behind a larger asteroid and slowly approaches the derelict vessel.
-Through his helmet comlink Cal hears the familiar calm voice: “I take it you need assistance now?”
-“Yes, please hurry and get me off this wreck. My spacesuit’s power supply is running real low and my ship drifted to far off, I can’t get to it. A lift would be appreciated.”
-“Stay tight…I bring her around.”
-A short while later the Gthroc transport docks at the cut open hatch, seals the docking clamps, and opens it’s hatch so that Cal can board…