Archives for posts with tag: session report

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




While browsing through, looking for some more quick start rules to try out I stumbled upon a nice little game called The Basic Hack. You can check it out here:

It was written by Nathan J. Hill.

It uses some interesting mechanics and I figured it couldn’t hurt to try it out. Character generation is quick and straightforward and I was playing within a few minutes. Even though I died quickly I still enjoy the system and I will use it again.

So here is my actual play of my short adventure:


Vincent de Vega: Cunning human rogue, swashbuckler, gambler and disinherited son of a minor noble house.

Str 10, Dex 14, Con 6, Int 9, Wis 7, Cha 10, HP 11 (includes 3 armor points, leather armor)

-Advantage when trying to sneak, disarm traps and open locks.

leather armor (3 armor points), 3x dagger (1d4 damage, finesse weapon, close/nearby), rapier (1d6 damage, finesse weapon, close), adventurer’s pack (backpack, bedroll, 5 torches, 5 rations, flint and steel, waterskin, skinning knife, fishook and line, crowbar, rope and grappling hook)

Gold: see notes

Rations: see notes

The Nentir Vale


-Vincent de Vega is hired by a broken and desperate father who has lost his only daughter to a group of Gruumsh cultists that used her in a ritual sacrafice. The old man, a respected craftsman in Fallcrest, has cobbled together all his savings and offers 100 gold pieces for wiping out the cultist group.

-According to rumors, they have their hideout in the woods between the Old Hills and the Gray Downs.

-Vincent has accepted the quest out of sympathy for the old man and because he feels sorry for his loss.


-I try to gather some information about this cultist group. Maybe somebody on the streets has heard something and talks. Charisma test: 7, success. A fallen cleric who was expelled from the church has sympathy for my cause and shares some information: The group is run by an old aquaintance of him who has turned to evil. He tells me of a small descecrated shrine and makes a sketch on a piece of parchement to guide me there. It is located deep within the woods.

-I try to convince the cleric to accompany me, telling him that he doesn’t need to be part of a church to do good. Charisma check: 14, fail.

-The cleric declines.

-On foot I will need a little more than a day to get there.

-I spend one night in a nice tavern, rent a fine room, enjoy a big dinner and do some gambling. What is the most amount of money they are willing to bet? 1d6 gold pieces. 1 gp. That is not really worth the trouble so I don’t try to cheat. Determine winner: roll of 11+ on 1d20: 11, success. I win (add 1 gp, now 11).

-The next morning I pay the bill of 3 gp (8 left), pack my things and leave Fallcrest through the north gate.

The Wilderness:

-Do I encounter anything in the wilderness? Three encounter checks, morning, midday and evening, each with 2 in 6 chance: One encounter in the evening.

-Use Adventuresmith app to create encounter: A dead animal with a group of gnolls around it (5 gnolls).

-I don’t intend to fight them, so I try to sneak around: Dex check with advantage: 4, success. Silent and agile as a cat I circle around the gnolls unseen, who seem to feast on a dead deer.

-It is already dark and I don’t want to enter the woods in the dark. I get some more distance between me and the gnolls and make camp at the edge of the forest and eat a ration (4 left).

-Wisdom check (survival) to see if I was able to set up camp somewhat hidden: 17, fail. Do I encounter something during the night? 50%: Yes!

-Encounter: Story cubes: Snake and backpack.

-A large constrictor snake slithers out of the woods into my camp and wants to crush me. Do I wake up? Wisdom check: 8, fail.

-I wake up because of some intense pain that rips me out of my sleep. A giant snake has wrapped itself around me! (Disadvantage in combat)

-Constrictor snake: HP 8, Dmg 1d6

-I try to grab my dagger, which is difficult because the snake tries to crush me! Dex check with Disadvantage: 8, 19, pick 19, fail.

-The snake tightens it’s grip. I try to resist (Str check, no Disadvantage): 7, success. I grit my teeth and push against the snake. Maybe I can get out my dagger now (Dex with Disadvantage): 6, 7, pick 7, success. I get hold of my dagger and drive it into the snake’s body. 1 Damage, 7 left.

-I don’t get a good thrust in as the snake constricts again…Str check, 20, critical failure, double damage, 5 damage total, 6 hp left.

-I feel some of my rips crush. I gather all my resolve and drive my dagger into the snake again (3 damage, 4 hp left).

-I am able to resist the deadly grip some more but I can’t get out. The snake constricts again, pressing the air out of my lungs. It is getting dark…(2 damage, I have 4 hp left).

-I try one more time, without luck…

-I pass out as the snake constricts once more (6 damage, -2 hp, dead). Suddenly, there is no more pain…


Just played a quick session tonight since I started late and have to get up early but had fun still.

ooc: Time to determine some more details about the guy to see how the story unfolds.

Does he work for (1-3) or against (4-6) Thein? A 2, so he works for him. I draw the logic conclusion that he was sent by Thein to fetch some things for him.

Does he want to meet with Thein directly (very unlikely)? Rolled 03, which in Mythic terms translates into exeptional yes! Alright then, he will lead Deckart to Thein’s hideout unless Deckart loses the trail.

The area became brighter, lit by the flashing signs of pubs, bars, restaurants, casinos, holotheatres and brothels. It got more crowded and it became harder not to lose sight of the guy.

Skill check: Int + Subterfuge (1d20+5) vs. DC 15: of course, rolled a 1, 6 total, epic fail

Is somebody trying to pick a fight with Deckart (50/50)? No, so some other form of distraction causes Deckart to lose sight.

I had to concentrate to keep eyes on target without it looking to obvious. I was distracted and bumped into a street vendor, a fat, smelly guy selling fake watches.

“Hey watch where ya goin’ will ya!”

Damn! That small distraction was enough…as I looked back the guy was gone. Come on, he can’t be to far away.

I increased my pace and quickly closed the gap to where I last saw him. I looked around…(1d4 different possibilities, a one, lucky me) the only thing where he could possibly have disappeared into was a holotheatre. I quickly enter and check the lobby.

Does Deckart see him in there (unlikely)? 95, exceptional no! Not only does Deckart not see him, he is also immediately approached by bouncers.

I am immediately approached by two burly bald men in black suits.

“Hey you! This is a private party and you are not invited. What do you think you are doing? Sightseeing? Get the hell out or we will throw you out!” They came closer.

I quickly think about what to do. I know my strengths and weaknesses. Fighting these guys in close combat might not end well for me and I don’t want to escalate the situation by drawing my blaster, besides, I was on private property and they had every right to ask me to leave. So I just had to hope that I could pick up the trail again if the guy leaves while hoping that he would still lead me to some place or someone useful.

“You can keep your pants on. I am leaving.” I quickly exit and check the outside of the building for additional exits (50/50).

100, exceptional no, which in this case is actually good.

I was lucky for once. No additional exits and while checking the outside I discovered a small window through which I could see the entire lobby area. I only had to stand on something. A trashcan was quickly found and a moment later I was staring through the window into the lobby from outside. So far, so good…

The journey to the asteroid belt in hex 07 07 in the Tamesh sector would take me about six hours. According to my star chart the asteroid belt was of light density, which should make it easier to navigate it. I calculated a course that would bring me close to the asteroid belt’s edge, but not to close.

About two hours before I was due to revert to realspace I picke up a distress signal: A pleasure cruise liner was experiencing technical difficulties and needed assistance. However, I got careful regarding these matters since I stumbled into a pirate trap that was set-up this way. I was also in a hurry, so I ignored the call and continued on my programmed course.

I exited hyperspace…

“DAMN!” I was heading full speed towards a large asteroid as I reverted to realspace. My calculations must have been off! They catapulted me right into the asteroid belt! A collision was imminent. The giant boulder already filled the transparisteel viewport.

I acted like on autopilot, no time to think. I pulled up and directed all emergency power to the downward thruster. The combination of pitch and downward thrust game me enough time to avoid a fatal collision. A terrible screeching noise went through the ship, sparks flew, circuits burned (again) but I was clear. That was a pretty close call.

I needed a while to catch my breath and just floated there for a while.

But then it was back to business. I had a job to do here. I scanned the area for other vessels. The scopes came up clean. The coordinates my employer gave me pointed further into the asteroid belt. I had to navigate the belt. But thanks to me flying casual and my natural talent I managed to get to the target coordinates without further trouble.

And there it was, my target. A large bulk transport was dead in space amidst the asteroids. It’s massive hull dented from several small impacts that thanks to the slow speed of the vessel didn’t cause to much damage. The scopes picked up no power or atmosphere onboard the other ship, also no life signs.

I brought the Never to Late alongside and docked at an external hatch without to much difficulty. The docking clamps locked the two ships together and my thrusters were programmed to keep us stationary. I modified my shields to encompass both vessels.

Let’s get this datacard and get out of here. I put on my spacesuit, took my essential gear and headed for the hatch. I wanted to try a subtle approach first before cutting the hatch open so I tried to hardwire the lock to restore some power and functionality.

Look what we have here. Underneath one of the panels I found some gold and platinum lined cables of the finest quality. Those metals should be worth quite a bit. A welcome extra income. I cut out the cables…DAMN! I ripped my spacesuit on one of the sharp metal edges. The pressure alarm was going off immediately and the door didn’t move one bit. I quickly moved back into the Never to Late and closed the hatch before the suit was completely depressurized.

Looks like I had some maintenance to do first…

Game Mechanics:
Since I failed the astrogation roll I figured I would be on a collision course but thanks to my advantages I had the possibility to avoid complete disaster with a hard pilot check, which I thankfully succeeded at, but the ship suffered one strain.

To get to my target coordinates I determined that I had to pass three hard pilot checks. I managed to pass all three of them and then asked Mythic if the ship would be there. Mythic said yes. It also said that the hatch won’t open so I had to pass an average mechanics check to be able to open the hatch.
I failed the test with one triumph and two threat which I interpreted as follows: I found some precious loot in the form of precious metals (the triumph) worth 1d6 x 500 credits but the threat meant that I ripped my suit in the process. And of course the door won’t open, since the check was an overall failure.

So, dear readers, I am still on the fence about how to post session reports: Unedited like I did with session 6 or as a narrative like I did here and several times before. I think both methods have their advantages: Unedited is faster, less work and gives more insight into solo roleplaying (at least how I do it). A narrative in my opinion captures the feel of the universe and the story better. So if you have an opinion on the matter, please let me know in the comments.

After we were safe in hyperspace I took a breather and went to look after my Twi’lek passenger. The stimpacks I injected her stabilized her and the bacta already started to heal her wounds. She was in good shape everything considered but then again it was only a shoulder hit.
She introduced herself to me as Val’ryl.

“Nice to meet you. That was a close call. I figured you would eventually mean trouble, but I didn’t think it would find us so soon.”

“Sorry Captain….”

“Call me Cal.”

“Well, Cal, like I said, if I could have taken a passenger liner I wouldn’t need your services.”

“Yeah, I know the business. Well, thanks to our little imperial entanglement I think I better go and see if I can mask our transponder code signiature. The imps probably have us on their wanted list now. We are on route to Ord Tamesh as requested and it will take us about four days to get there. Plenty of time to talk some more later on, I better get the transponder altered, just in case we are interdicted or something.”

“Thanks again for getting me out of there.”

I tampered a little with my transponder code signiature and altered it to broadcast a different ID, however, I burned some circuits in the process. The little girl really needed a good overhaul once I got the money. Since I didn’t trust my passenger I also encrypted all consoles and hatches with a security code, except for the passenger cabins of course and the recreational area. The fact that Ord Tamesh was a military stronghold with several garrisons didn’t make this mission easier. After I while I went to see Val’ryl.

“So, I got our transponder code altered, that should be enough to deceive any imperial patrols, hopefully. Speaking of the imperials, I would think Ord Tamesh is not really the right place for someone like you, who is not exactly on friendly terms with the imperials. What is your business there?”

“Forgive me Captain, but that is none of your business. Like I said, no questions asked. The less you know the better. You know the business.”

“Fair enough.”

Later that day I received a distress signal via hypertransceiver. Apparently a passenger ship has come under pirate attack. Even though I despise pirates the Never to Late was not in any shape for a serious engagement. I couldn’t help it and ignored the call, leaving the poor souls to their fate. For the duration of the trip I tried to fix what I could and get the damage under control but some of it was to severy for my onboard toolkit and my limited ability.

On the third day of the journey the Never to Late received another call for assistance. A pleasure cruiser was experiencing technical difficulties and offered a reward of 1000 credits in casino tokens for assistance. I have a weakness for casinos and figured it wouldn’t hurt to try and see what I could do so I altered our course slightly and dropped out of hyperspace at the designated coordinates.

I docked alongside the pleasure cruiser and assessed the damage. I realized it is beyond my ability, however, the grateful travel agency still gave me 100 credits worth of casino tokens for the effort. Never one to let a gambling opportunity slip I tried my luck in the casino but lost.

We continued our trip without further delay and arrived in the Ord Tamesh system. As soon as I exited hyperspace I was intercepted by a pair of TIE-fighters on patrol. They scanned me and checked my transponder signiature but luckily they didn’t find anything at odds with transponder, we came out clean.

However, they noticed that the Never to Late had some battle damage and demanded to know what happened.

“Yeah, that’s battle damage alright. I thought you guys had this sector under control. Apparently not. I responded to a distress signal. A passenger liner claimed to have lost all life support. Guess what, it was a decoy. As soon as I arrived at the coordinates, a bunch of pirates jumped me. I was lucky to get out alive.”

There was a moment of silence…

“Understood. You are cleared to land.”

That worked out alright. I was directed to Tamesh Prime, the planet’s capital city, and put the Never to Late down on a landing pad. Whenever possible I prefer to land at a pad with the clear sky above me, just in case I needed to make a quick exit. Lucky for me there were a few unoccupied pads that met that requirement.

I exchanged contact data with Val’ryl just in case she needed a reliable pilot in the future. I was pleasantly surprised that she paid me 6000 credits instead of the agreed 4000 credits.

“For your trouble and some necessary repairs.”

Then we parted ways. I spent 4000 credits on repairs and bought some armored clothing. Pants and a vest padded with concealed plastoid plates. After the Never to Late was in decent shape again, it was time to look for another assignment…

Game Mechanics:
The journey to Ord Tamesh was handled like a classic hex crawl with random encounter checks made every day. The encounters were inspired by the Mythic action/subject table.
The events after the arrival in Ord Tamesh were triggered by closed questions put to the fate chart:
Has the word of my illegal blastoff spread to Ord Tamesh? Yes
Has the empire increased security? Yes
Am I inspected after exiting hyperspace? Yes
The TIE pilots had to pass an average perception check to detect my fake transponder and they failed with two advantages so they noticed the combat damage.
Cals lie regarding the matter was an opposed deceit check vs. perception which I passed.
After touchdown I asked Mythic if the Twi’lek pays without trouble and got an exceptional yes result, so I figured I would get the 6000 credits that Cal wanted to begin with.

I finally got around to play the last session of my Star Wars one-shot adventure testing out the 13th Age ruleset. So here is what I got from Mythic: Encounter 6: NPC action, increase bureaucracy
Interpretation: This one is simple and it fits perfectly. Because of the increased security and the imperial lockdown Ash is greeted by lots of red tape after landing…

After the intense encounter with imperial customs in station space I was relieved to finally touch down inside a hanger bay of Zelpoint Station. But my joy didn’t last long: Out of the cockpit window I could see two stormtroopers standig guard at the hangar bay exit doors and one stormtrooper accompanying another imperial customs inspector who was already waiting for me. What the hell?! I was just checked…alright, so let’s see how this goes. I lowered the ramp and walked down into the hangar.

“Greetings citizen. I am imperial customs inspector Bane. I need to see your cargo manifest.”

“Well hi there insepctor Bane. Call me Ash and I think there must be some kind of misunderstanding here. I was just checked and inspected by your colleagues out in space. They found everything to be in order. Otherwise I wouldn’t be here now, would I?”

“You probably wouldn’t but I need to see your papers none the less. I have strict orders to inspect every vessel after touchdown. No exceptions. So please Mr. Ash, your cargo manifest.”

I was glad that I had those forged cargo papers. They already passed one inspection, I am sure they will pass another one. So I handed him the datacard…

“Hmm, there seems to be an irregularity with the verification checksum…”

“Oh, yeah, that. That’s nothing to worry about. The guy who filed the manifest got the loading dates mixed up with another shipment and had to alter the loading date after the manifest was filed…just a minor bookkeeping error, nothing more.”

“Is that so? Well, I am afraid I have to run a very thorough forensic diagnostic on this cargo manifest. Until this matter is resolved I am afraid I have to detain you and confiscate the cargo until the issue is resolved.”

He signaled the stormtrooper next to him to put me into binders. Damn! I hate this forsaken sector of space. It has brought me nothing but complications. I had to make a split second decision: Let them take me and hope that it all works out, the chances of that being practically zero, or make a run for it while I still have access to my ship and only a short way towards the ramp. Here goes nothing…

As the stormtrooper moved I jumped back and pulled my blaster. While firing a few distracting shots at the stormtrooper I dashed towards the ramp. Blaster fire erupted and deadly red blaster bolts sizzeled through the air. A few of them hit the ramp and hull of the ship. A stray shot grazed my shoulder but thanks to my heavy plastoid weave leather jacket I was not injured badly, just some minor burns. I finally managed to close the ramp behind me before the stormtroopers could board the ship.

Thank the maker the engines were still warm so I could make a quick exit without a long warm-up sequence but the imperials still got enough time to sound an alarm so the first vessels to greet me out in space were four imperial TIE-fighters in close formation.

I immediatly calculated a small micro-jump just away. I needed to get out of here fast. The ship was in bad shape and I had to be gone before the bigger vessels managed to close in on me. Green laser fire zipped past the ship. I twisted and rolled and pulled every trick in the book to keep the TIE-fighters at bay and the ship out of their sights.

Finally, the navicomputer was ready. I pulled the levers and escaped into the safety of hyperspace. A few moments later I reentered realspace in the vast emptiness of the endless void. The first thing I did was to jettison the cursed cargo. This sector and I, we didn’t get off to a good start. I failed to complete a delivery, I was set-up and on the imperal wanted list in this region of space. I know when it is time to leave and I was overdue. I calculated a course into a more familiar region of space. So long Tamesh Sector. You won’t see me in a while. I engaged the hyperdrive.

So this concludes my adventure with Ash in the Tamesh Sector and my test of the 13th Age system. Coming from 4th Edition D&D I quickly adapted to the mechanics and I enjoyed the adventure, but I think I will stick to lighter systems for solo roleplaying. I will also retire Ash in the Star Wars universe because for future Star Wars adventures I will stick to my Edge of the Empire campaign that I will continue.

Last but not least the game mechanics:
I asked Mythic if I will be checked after touchdown and assigned very likely odds. Mythic said yes.
I then asked if my forged papers pass the inspection and assigned likely odds, because they already did before. However, Mythic said no.
I then tried to fast-talk my way out somehow with a skill check vs. DC 20 which I also failed.
Finally a short battle against a group of mooks (using the 13th Age stats by level table to quickly whip up the opposition) during which I fled back onto the ship.
The space chase and dogfight was another skill challenge. I needed 4 successes against DC 20 which I managed to get before getting blown up.

Ash’s adventure nears completion in encounter 5 of my one shot adventure testing the 13th Age ruleset.

Encounter 5: Consulting Mythic I got NPC Action, oppress/prison: Taking the advice straight out of the Mythic GME book to create a little sentence I read that as an NPC oppresses somebody or something to imprison them. So for me this one is obvious: The Empire has blockaded Zelpoint Station to root out and imprison suspected rebel sympathizers that are hiding on the base. In my Edge of the Empire campaign I ruled that one hex on the space map equals one day of hyperspace travel, multiplied by the ship’s hyperdrive multiplier. However, I think that is a little to much. It would take forever to get anywhere and it does not really fit with what we see in the movies. So it will be one hour per hex, multiplied as usual. So to get from Aldere to Zelpoint Station takes 7 hours x 2 = 14 hours. If I would play a more sandbox style game I would make a random encounter check with a 10% encounter chance per hour or set interval of hours. However, since this is a one-shot and I determined beforehand that I will play a total of six encounters I will not do that in this case.

After the Quarren left I ran a self-diagnostic to check the hull strenght after our emergency repairs. Structural integrity was at around 50% and I had restored the deflector shields. That was good enough for now. I calculated a course to Zelpoint Station and engaged the hyperdrive. 14 hours later I arrived at Zelpoint Station and was in for an unpleasant surprise: The station was under some sort of imperial blockade!

Three strike class cruisers have set up a triangular perimeter around the base. Thank god I dropped out of hyperspace pretty far away. I powered down immediately and reduced all energy emissions to the bare minimum. It got pretty cold pretty quick in my YT-1300 since life support was also powered down to minimum. So there I drifted in space thinking about what to do next. The only logical, sane and reasonable thing would be to immediately turn back and come back some time later. But then again I was itching to complete this damned delivery. If I could pull this off and sneak this crate in right under the nose of the imperials that would certainly increase my reputation around these parts which in turn would probably make it easier to find high profile contracts. So I got cocky and figured “What the hell, let’s do this!”

I started with a very limited narrow bandwith sensor sweep to get some flight data on the TIE patrol patterns. Even though I couldn’t make them out with my naked eye from this distance I was sure there were TIEs around. There always are. So I gathered some data and started to plot my course.

My plan was to close in from below the base, powered down, all systems off, no life support and just drift in, carried by momentum. Once close to the structure I would sneak into a docking bay. In theory it sounded easy enough.

My course calculations were pretty good. I drifted in slowly, everything was powered down including life support. I was wearing a sealed spacesuit. Almost there…

Damn! Suddenly the proximity alert went off. A flight of two TIEs crossed my path. I must have missed them on my initial scan. I was hailed. The usual line. Stop your ship, prepare for scan…bla…bla…bla.
I did my best and tried to fast-talk myself out of this one like so many times before, making up some story about burnt out control ships that rendered most of my ship’s systems useless, that I needed emergency repairs at the station and stuff like that.

However, they didn’t buy it. They ordered me to hold position and prepare to be boarded by a customs inspection team. A shuttle was already on it’s way.

I thought about the right course of action for a few moments. Should I make a run for it? I didn’t give myself decent enough odds for that, not with this ship in it’s current state. So I figured I had to trust my “negotiating skills”.

A few moments later two imperial custom officers and a detachment of four stormtroopers boarded my ship and searched everything. Of course they found the crate of spice but I had forged cargo papers declaring the content as a fine shipment of Devaronian Pepper. However, they insisted that I open the crate for a visual confirmation.

Here goes nothing. I hoped that whoever prepared the shipment was smart enough to indeed hide the spice somehow within the crate. With one hand I opened the crate, the other hand wandered slowly towards my heavy blaster pistol, ready for anything…

Thank the gods! The spice was indeed hidden within or underneath Devaronian Pepper. The custom officers inspected the content of the crate but found nothing at odds. I relaxed a little. I didn’t expect this to go so smooth. I was free to leave and landed at Zelpoint Station shortly afterwards…

Game Mechanics:
The initial scan conducted by Ash was a skill check using the Wisdom modifier and the Corellian Smuggler background against a DC of 20, which I failed. I determined that because of the failure, Ash’s data was incomplete.
The stealthy approach was a skill challenge (as in 4th Edition DnD). I needed 5 successes (against DC 20 using again my smuggler background and my Dex modifier as a pilot check) before three failures. I completed the challenge successfully with one failure. However, since I failed the initial scan check, I consulted Mythic (50/50 odds) if I was still detected and I was.
Fast talking was the usual bluff check using Charisma and the Man of the Streets background against a DC of 20. I failed the check therefore I had to face a customs inspection. I consulted Mythic to see if my shipment was indeed concealed and I got an exceptional yes result and therefore asked Mythic again if the inspectors buy it and assigned pretty good odds because of the exceptional success before and they did.
Looking forward to the final session…

Alright, I finally continued my adventure in the Tamesh Sector with Ren “Ash” Ashfield testing the 13th Age ruleset. I returned to my old and favored method of posting, which is a full prose writeup of the session with game mechanics and behind the scenes notes as a seperate paragraph at the end of the session report.

So, here we go…

Encounter 4: Consulting Mythic I got NPC action, transform/peace. I interpret that as follows: The actions of an NPC enable me to end the hostilities with the planetary security in Aldere and enable me to pass through. I figure the Quarren from the prelude who gave me the mission got wind of the intended set-up. He takes it personally because it would ruin his reputation if people know that one of his jobs he procured and gave out went bad. He actually has a score to settle with Ash’s employers because of that.

So there I was, drifting through the darkness of space between the stars. My ship hold together but only barely. I suffered severe hull damage, a lot of circuts melted in the firefight. I would need all my hotwiring skills to patch that baby up. So I better get to it. I got my toolkit out and assessed the damage. Or to be more precise, I tried. I had no idea how the hell I was supposed to fix this mess. Wires were melted together, chips burned to crisp. This was way beyond my skill. Looks like I wouldn’t make a delivery anytime soon.

To make things worse, the proximity alarm went off. Something approached. Great, just what I needed! How did they find me so quick? I was in the middle of nowhere. The ship that approached me was one of those fancy new YT-2400 transports. A successor to the famous YT-1300 and better in every aspects. I was hailed, a rough aquatic voice came over the intercomm:

“Glad to see you are still in one piece. Looks like you have some skill afterall.”

“Who is this? And how the hell did you find me out here?”

“The name is Lurak. We have met before. I am afraid I am the one responsible for this mess you find yourself in. I was the one who hooked you up with this job back on Camil. Regarding your second question, I had a little something installed on your ship while you waited for the pickup on Camil, just in case if you had decided to bail on me.”

“The Quarren! You got a lot of nerve showing up here. That smelled like a set-up back there in Aldere. You don’t happen to know anything about that do you?”

“It was a set-up. Shortly after you left one of my contacts on Camil who owed me a favor warned me about the possibility that the people I worked for were looking for a decoy. Some poor guy who could be used as a diversion, a distraction, so that a bigger shipment could go through unnoticed.”

“And that guy just happened to be me, great. Now what?”

“Well, I have a reputation to lose. I don’t like to be taken for a fool. If word of this unfortunate event gets out I will have a hard time getting people to trust me. A man in my line of work values his reputation highly you know.”

“I don’t care much about your reputation. I am in it for the money. I expected to get paid. Now it looks like I have a several thousand credit repair bill that I have to worry about and a hold full of spice that I can’t drop off because the recipients actually turned on us and wrote that shipment off. Great. See, I am a mover, not a dealer. I don’t have that many connections in this part of space to find a lucrative offer for this stuff.”

“Relax, I have an alternate buyer. And they pay premium, double your agreed upon fee. You will get 10,000 credits upon delivery.”

“And what about my repair bill?”

“That will be taken care off. After you made the drop, I will give you the contact details of a good mechanic. You go see her and she will fix up your ride.”

“Alright, you got yourself a deal. So where is the new drop off point?”

“A space station called Zelpoint Station. Do you know this place?”

“Yeah, I have heard that name a few times. Never been there though. A civillian station that features some heavy industry and large scale production facilities for all kinds of stuff.”

“That’s the place. Just set her down there, go into the Wild Goose cantina and tell the bartender that “the eagle has landed”, together with your bay number. Then you just enjoy a nice drink, wait 30 minutes, after that the bartender will pay you if all goes well.”

“And what about the mechanic?”

“The bartender will call me after he payed you, I will call you and give you the details.”

“Got it. You are willing and able to help with my repairs by any chance?”

“That’s one of the reasons I’m here. Prepare the hatch, I will dock at your lower hatch.”

It took us about a day of work before basic functionality was restored, I had minimal shielding and weapons power. Lurak left and wished me well and I plotted a course for Zelpoint Station.

Game Mechanics:
First off, the encounter played out differently than I first interpreted or imagined but that is a good thing. Nothing should be set in stone in a solo rpg. This was a rather calm and peaceful encounter but part of that is thanks to Mythic. So first I made a repair skill check using my unconventional mechanic background and Intelligence as the used ability. I only got a +4 bonus and failed a check against DC 20.

The conversation was guided by Mythic GME questions. I used the Fate Chart with the Chaos Factor locked and set at 5. I asked if the Quarren had alternate buyers and assigned somewhat likely odds (65%) and got a yes answer.

I then asked to see if I got more money with 50/50 odds and got a result of 4 which is an exeptional yes, therefore double pay.

I then assigned unlikely odds (35%) regarding the mechanic contact and the assistance with the repairs but again I was lucky and got two yes results.

To see if Ash knew anything about Zelpoint Station I made a skill check using his Intelligence and his Well-Connected Man of the Streets background for a total bonus of +6. I rolled 14 and got a total of 20. I figured that’s high enough, so Ash heard of the place.

Encounter 3:

I rolled PC negative, Betray / Opulence. Interpretation: Ash is betrayed by his employer, who is working for an opulent Hutt. Ash is used as a decoy who got tipped off to the authorities of Aldere so that a bigger shipment of the Hutt’s organization can pass through, while the attention is focused on him.

The journey to Aldere was long and uneventful. I used the time in hyperspace for some routine maintenance and some physical exercise and target practice. I really need to upgrade this ship’s engines to cut down on this unprofitable travel time. However, it is relaxing. You don’t have to worry about much, since unpleasant encounters in hyperspace are very rare.

Also, I am not really sure about this ship. I can’t really call it my ship since I stole it out of necessity and she doesn’t have any modifications made by me. It is basically just a basic YT-1300, which is not bad. The YT-series are reliable and get the job done…but I really need to make it my own. Maybe if I spend some money on her and made some upgrades I can build a “relationship” with her. So, as soon as I have enought money I will spend it on upgrades and only then will I give her a name. Till then, the serial number has to do.

I came out of hyperspace far out in the Aldere system. Aldere was a system devastated by a planet encompassing civil war which ended just a few years ago. Large areas remain uninhabitable because of the destruction. The inhabitants are still struggling to recover. Maybe the shipment I am carrying will help them to relax a little, who knows.

I plotted a course straight for the planet. On Camil I was instructed to head for the coastline of the eastern continent where I was to land on a private landing pad belonging to a mansion. In-system traffic was sparse. It looked like I was in for a smooth trip. Nevertheless I powered up weapons and shields to be ready for any unpleasant surprises.

Halfway to the planet I picked up three contacts that launched from the planet and headed straight for me. I got a bad feeling about this. I was hailed.

“YT-1300, this is Lieutenant Knox from Aldere Planetary Security and Customs. Power down weapons and engines and prepare to be boarded for inspection.”

What the hell? Why do I always have such bad luck with the authorities?

“Lieutenant Knox, this is Commander Malik responding. I don’t intend to land on Aldere, I am just passing through. I needed to exit hyperspace because of technical difficulties with my engines. I am performing repairs as we speak. I strongly advise against boarding me. There is increased radiation from the engines that I need to get in check.”

“Acknowledged Commander. However, we still need to board and inspect you. We will be wearing shielded environmental suits. Maybe we can assist with your repairs.”

Something didn’t feel right here…

“I am afraid I will have to disappoint you. My engines just came back online. But thanks for the offer, I am leaving.”

I shut off the comlink, went to full throttle and started calculations for an emergency micro-jump out of the system.

Of course my YT-1300 was not fast enough to outrun planetary security vessels. It didn’t take them long to catch up with me. They started shooting, the show began.

I had no intention to slug it out with three planetary security craft. My goal was to keep the ship together long enough until I could make a quick exit.

BAM! I got hit by a full salvo. The aft shield collapsed. However, I still had some tricks up my sleeve…

BAM! Damn! I was the better pilot, but they had the smaller and faster ships. Another volley hit me at starboard.

Come on…only a few seconds left.

BAM! I took hull damage and was venting atmosphere. Thank god the emergency hull sealing system was still working and patched the hole with a durable foam that hardened into a solid mass upon contact with the vacuum.

Done! Let’s get out of here…

Just as another volley hit me I made the jump to lightspeed.

I had calculated just a small micro-jump out into deep space.

Time for some emergency repairs while I let things cool down for a moment…

Game Mechanics:

I failed a bluff roll while negotiating with planetary security. However, since I determined that Ash was tipped off as a result of the encounter roll the difficulty was pretty stiff (DC 25).

Space combat was once again handled as a skill challenge. I needed three successes against a DC of 20. My pilot modifier was +11 (+2 level, +4 Dex mod, +5 smuggler background) and the Combat Capability (CC) was still +0. A +11 check vs. DC 20 is not to bad, however, I managed to fail two times resulting in 2 points of hull damage (I decided on a hull rating of 4 for a standard YT-1300).

I then made an astrogation check against DC 15 for the micro-jump. This time I used my Int modifier instead of the Dex mod. I failed the check but adopting a philosophy of “fail forward” I ruled that I still made the jump but suffer another point of hull damage (because of the stress on the vessel or another parting hit).

This leaves me with one point of hull left in deep space…

Encounter 2:
I rolled NPC Action, vengeance/war.
As NPC I rolled randomly on my race / profession table and got Quarren Mercenary. My interpretation: The Quarren Mercenary was hired by another smuggling group to exact vengeance against the group that hired Ash in the ongoing drug war.

I wanted to avoid drawing attention from planetary security so after launch I headed straight for the atmosphere and orbit first. In space, I made a small detour around the planet and re-entered the atmosphere on the far side of the spaceport. I flew low, avoiding settled areas as much as I could and headed for the coordinates.

The landing site was a small jungle clearing. I gently sat my ship down but kept the engines in standby mode, just in case I needed to make a quick exit. I lowered the ramp and stepped into the clearing, hand on my blaster.

“Anybody here!?”

A few moments later, a group of four Rodians came out of hiding. Two of them were pushing a repulsor sled with five large crates loaded onto it.

“You are late.” one of the Rodians said.

“I wanted to make sure that nobody takes notice of our little exchange, so I made an effort to avoid any planetary security scans.”

The Rodian just nodded and signaled his men to load the cargo. They complied.

I got some instructions to follow after arrival on Aldere and then the Rodians disappeared into the jungle.

I took of and backtracked my course to orbit. As I entered the higher atmosphere my scopes showed a vessel on an intercept course. A Firespray patrol craft. These vessels were not used by planetary security and I got a bad feeling about this.

I tried to contact the vessel, but it didn’t respond. It kept a short distance but by now it was obvious that it followed me. I calculated the shortest path to the edge of the planets gravity well and went to full throttle. The Firespray followed.

The attack came at the halfway point between the planet and the edge of the gravity well. Without a warning the Firespray started shooting. I had my shields up, now it was time to fly!

I pushed the ship to the limit. The enemy pilot was good, but I gained on him. However, I took two heavy hits. The aft deflector shield collapsed. I really needed to invest some money in this ship to upgrade her specs! Come on baby, hold together!

I had to resort to every trick in the book but I managed to get to the edge of the gravity well. The jump to Aldere was already calculated. The Firespray gained on me again and fired as I punched it and made the jump to lightspeed…

Game Mechanics:
To get to the rendezvous point in the jungle without drawing the attention of planetary security I rolled a pilot check vs. DC 20 to “fly casual”.

The dogfight was my first try of my narrative, skill challenge like, space combat “rules”. I enjoyed it. I ruled that I needed three successes to “win”, which in this case meant I got away. I gave my ship a hull rating of 4 and a Combat Capability of zero, since it is an of the rack ship. The check was a pilot check vs. DC 20. I rolled three successes in a row, so I took no hull damage and escaped unscathed.

For the hyperspace calculations I made an astrogation skill check vs. DC 15.