Archives for posts with tag: solo rpg

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



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…

A member of the G+ Lone Wolf Roleplaying community whipped up a nice little rules-light solo system called so1um. You can get the latest version here:

Credits go to Matt Jackson for creating it and sharing it with the community.

Unfortunately I have to bother you with hand written notes again, since I played on the train and during small stolen moments of time during which jotting down a few notes is just faster than firing up the laptop. So I hope you are familiar with my messy handwriting by now. If you can’t read it, try saving the pictures on your machine and zooming in.



Dear readers, I have to be hard on your eyes again. I went to visit my parents in Berlin, Germany and had time for solo role-playing during the five hour train ride from Cologne, Germany to Berlin.

Even though I have my laptop with me I decided on an old school approach and used a classic notepad, a pen and my android phone with a dice rolling app and the app called Tales of Mobile Entertainment or Tome, which is basically the Mythic GME with some extra functions for Android devices. I didn’t want to clutter my seat and table to much and I like this method of documentation as well.

So here is the final session of Cane’s mission. Oh, I also converted him to the ruleset I whipped up to test that as well and managed to advance to level 3 (I figured the advancement that he already had put him at level 2). However, a bonus of +5 with skill and equipment (camo clothing) is pretty high. Pretty hard to fail completely. But that’s alright since the original rules that I used state that you can’t fail if you have a skill. My rules make it hard to fail but not impossible, if you have a skill.

So here is the final session of Cane Selcam’s mission:


Cal Selcam’s mission continues as he marches forward towards his destination…
-After six hours of rest I continue my march under the cover of the night. Wisdom roll to notice shadowsnake: 7 total. Partial success. Shadowsnake stats: HP 8, Armor 2, 1d6 damage bite and spit poison: Con roll or blinded.

-Out of the dark waters a large snakelike creature with a pitchblack body and a cobra-like head emerges. The thick snakebody is supported by two muscular legs that help the upper body to stand up while the lower body slithers around on the ground in a snakelike fashion.

-The creature hisses and spits a substance at me, I manage to dodge out of the way while drawing my vibroblade in an attempt to behead the creature. I strike true but at the same time, one of it’s clawed legs slashes at me.

-Cane hits for 5 damage after armor, reducing the creature to 3 points but suffers 4 points of damage himself (8 hp left).

-I press the attack while trying to dodge its head that darts forward and tries to bite me while sporadically spitting some sort of poison. Dex roll: 12 total, lucky me, 4 damage after armor, enough to kill the creature.

-I manage to dodge out of the way and with a precise slash my combat vibroblade cuts the creature’s skull in half. I had only a minor scratch. Lucky for me the creature’s teeth were not covered with poison.

-According to my map it will take me a march of four days to reach the vicinity of the installation. I will handle the march with four encounter checks, one per day including rest with a 50/50 chance: a total of two encounters during the march.

-Encounter 1: scheduled imperial patrol (inspired by two story cubes): On the second day of my march (regenerate 1d6 hp: 1 hp, so back to 9) I hear the distinctive noise of repulsor engines again. The noise draws near. It looks like I have entered the imperial patrol radius. I quickly hide in the underbrush…(Stealth roll with Dexterity: 8 total, partial success).

-I manage to hide quick enough but didn’t have time to pay to close attention to the terrain: I am stuck in a muddy swamphole! Str roll with Athletics to get out: Natural 12! 13 total, lucky me. My advancement rule: A natural 12 means I get to make an advancement roll for the ability used, in this case strength. I have to roll 1d6 and roll over the current value, in this case over 1. If I manage the advancement roll I get to increase the ability by one, get to pick an additional skill and gain +2 hp. I am limited to one advancement roll per session.

-Alright, roll a d6: A 4, success, Strength increases to +2, I get +2 hp and are now at 11 from 17 and for the additional skill I pick Perception.

-Encounter 2: I am attacked by a swarm of large birdlike airborne predators on day 4 at the edge of the forest (6 of them). Stats for the Swarm (act as group): 12 hp, 1d6+2 damage (razor sharp talons and beaks).

-Past midnight on the fourth day of my march I could see the outline of the forest in the moonlit night ahead. As I came closer, 6 black objects flew into the air from one of the treetops.

-I got out my macrobinoculars, turned on the nightvision and get a look. Looks like a swarm of giant eaglelike birds. This is a strange planet indeed.

-The birds circle for a while and I march further towards the forest. Suddenly they screech and divebomb towards me!

-Do I get my blaster carbine up quick enough? Dex roll: 9 total (6+3). Almost…

-I quickly bring my blaster carbine and fire three quick shots of deadly red bolts of light into the sky (6 damage total, 6 hp left). The bolts hit and three dead birds hit the ground as the other three come at my with razor sharp talons. I dive for cover into the grass but to late, they got me (5 damage, 6 hp left).

-I can feel the deep cut. It’s not over yet…I roll over onto my back, carbine at the ready, and shoot…(11 total, success, 4 damage, two more birds dead). I hit two more of them…the last one gains altitude and…

-A: makes another pass, 1d6
-B: flys back into it’s tree lair, 1d8

…dives at me once more. I dodge and shoot…(yes! natural 11, 14 total, 2 damage minimum so I kill it) and the last bird drops down dead.

-A: The blaster bolts going up into the air were witnessed by imperial patrols. 1d10
-B: I was lucky and it stays quiet. 1d6

-B wins 5 to 2, lucky me.

-After this unpleasant encounter I am again in not so good shape. I don’t have a medpac anymore, just the basic medical supplies in my survival gear to clean and staple the cuts.

-I decide to press onward until I reach the edge of the forest and find a secluded resting place for a makeshift camp.

To be continued…

A quick look behind the scenes: Here is the map of the mission area I created randomly. I just drew up some terrain section outlines and rolled 1d6 per section to determine the terrain in that section. Nothing special and works for the adventure just fine:


I continue Corporal Selcam’s mission in a quick and rather calm session after falling uncounscious, thanks to some lucky rolls…
-Do I recover quickly? Con roll to recover: 3, failure

-A: I recover after a while on my own. 1d6
-B: I recover after a while on my own but imperial troops are in the immediate vicinity. 1d8
-C: I fail to recover and are eventually killed by dangerous wildlife. 1d4

-B wins but only 3 vs. 2 against option C. Lucky me.

-I don’t know how much time has passed but my vision returns slowly. My mouth is dry, it is dark, nighttime, everything is blurry. My body hurts like crazy. I am in bad shape.

-I get out my medpac and tend to my wounds. Painkillers, desinfectant, syntheflesh and bacta patch later I don’t feel so bad anymore (remove wounded condition, regain 1d6 hp: 3, so back to 3 hp, use up medpac).

-I just finished my treatment as I hear the familiar sound of repulsor engines coming close at high velocity. I quickly check my surroundings. Two small lights are approaching very fast from north-west, in that direction lies the imperial installation. I need to hide quickly, they were headed towards my camp.

-I quickly hide in the underbrush, my blaster carbine ready. Wisdom roll, 2d6+3 because of my camo gear: 9+3=12. Success.

-Just in time as two speeder bikes piloted by scout troopers come to a stop at my former campsite. The scout troopers dismount, draw their blasters and check the area. I can hear their mechanical sounding voices through their helmet speakers.

-“Sensors picked up some strange readings here. Let’s sweep the area.”

-The troopers take a closer look around.

-A: They discover tracks and signs of combat. 1d10
-B: They don’t find anything. 1d6

-Lucky me: B wins 6 to 2. I wasn’t cheating. I never cheat while playing solo.

“Come on, there is nothing here. Nobody on this desolate place except us. And that night vision visor gives me a headache. Let’s head back to base.”

“Yeah, you’re probably right. Let’s head back.”

-The scout troopers mount their bikes and leave. I exhale deeply. That was a close call. But since they will report this area as clear it should be safe to stay here for now and I need rest. I watch them disappear and then set-up my camp again. This time I make a makeshift resting place in a treetop using the camo netting in my survival backpack.

-I rest for two more days. I had enough concentrated rations for two weeks but not enough water packs. After these two days I need to find water but there should be plenty available once I reach the swamp. My gear includes water filters and a fusion powered kettle to boil it.

-Regenerate 2d6 hitpoints: 9 hp, back to 12 hp total.

-After those two days I feel as good as new. Those bacta patches and syntheflesh are good stuff.

-I continue towards the swamp very early in the morning, before the sun rises.

-50% chance of something happening (1-3 on d6): 6, nothing happens

-In the late afternoon I reach the edge of the swamp. According to the rough map I have if I follow the borderline of the swamp up north it will lead me to a forest area in which the target installation is located.

-However, I needed to refill my water supply. I ventured a little deeper into the swamp to find some suitable puddles or small ponds. The water in there didn’t look to well, but I had a water purifying canteen and a kettle. In only a few minutes the canteen purified the water and to be absolutely sure I also boiled the water for 15 minutes.

-I use this necessary break as a resting opportunity. According to my chronometer it was around 17:00 hours. I decide to rest for 6 hours and continue my march under the cover of darkness.

-A: A squad of swamptroopers are conducting maneuvers in the area. 1d6
-B: I encounter dangerous swamp wildlife. 1d8
-C: I step onto treacherous terrain. 1d6

-Option B wins, this is a wilderness after all…pick three random story cubes for inspiration: Alright, it is a shadowy creature that has the ability to blind it’s victims and also is rather tanky, meaning tough hide: The telbargian shadowsnake is born…

To be continued…

My recon mission with Corporal Selcam continues and things are looking grim…

-According to my map I had about a day’s march ahead of me until I reach the swamp. I was awake all night and grew tired. I decide to get a few more kilometers between me and the scanning post and then find a suitable and hidden resting place in a small pocket of woodland.

-A: I find a secluded resting place and take a quiet rest. 1d8
-B: I find a secluded resting place but it is already occupied by dangerous wildlife. 1d6

-B wins 5 to 3: Up ahead I spot a small area of woodland, maybe about a dozen trees or so standing close together. It fits the bill, carefully I move closer.

-A dangerous predator, a telbargian tigerlizard, is lurking in the grassland. It is the size of a tiger and has the anatomy and agility of a tiger but the needlesharp teeth and tough scaly hide of a lizard, as well as razor sharp claws. It has spotted Cane and is about to make it’s move. Stats: 10 hp, armor 1, 1d6+1 damage with claws and bite

-Does Cane notice it? Wisdom roll: 2d6+2: 8 total.

-Wait, what was that? Movement? I slowly raise my blaster carbine…as suddenly a terrifying creature charges forward out of the grass and jumps, aiming right for my throat. I barely manage to dodge out of the way, one of its claws slashes me (reduced damage of 1d3, 3 great) and cuts into my arm (12 hp left).

-The adrenalin blocks out the pain. The creature charges again, I fire three quick bursts with my blaster carbine…(Dex roll: 2d6+3: 10 total, yes!)

-The blaster bolt hits the creature (1d6+1 damage, 7 total -1 armor, 6 damage, 4 hp left). It hisses in pain and presses the attack, now in a killing frenzy. It charges at me.

-I fire two more shots while moving sideways and backwards…(2d6+Dex: 10 total again, lucky me, 4 damage after armor)

-One shot goes wide but the other one hits the creature dead center in mid-air. With a final painful roar it hits the ground, lifeless.

-I now have time to look at my wound. A deep cut.

-A: The creatures claws where coated with some sort of poison. 1d4
-B: It is just a deep cut that needs cleaning and sewing. 1d8

-A wins 4 to 1: Damn!

-I suddenly feel dizzy. Something is not right here…a disturbing thought enters my head…I quickly examine the claws of the dead creature. Just as I feared, they are coated with some sort of clear substance.

-I have to act quickly before I pass out…(Con roll: 13 total, lucky me). I fight the poison, gritting my teeth. Quickly I get out my survival gear. It includes an universal antidote in an auto-injection tube. I stick the tube into my thigh, with a hiss it injects the antidote.

-A: It works. 1d10
-B: It doesn’t work. 1d6

-A wins 6 to 1: Thank the maker, I can feel the antidote working. The dizzyness gets better. I still have to treat the wound. I get the skin stapler out of my medkit. This is going to hurt a little…I quickly staple the cut together and clean it with a desinfectant before I put a bacta patch over it.

-This should do for now. Exhausted I finally reach the trees and set-up a secluded camp. I get out a field ration and some beef jerky, as well as water and settle in for the rest of the day. I will continue my march towards the installation after sundown.

-A: nothing happens during the night. 1d8
-B: I once again encounter dangerous wildlife. 1d10
-C: Imperial troops are in the area. 1d6

-B wins: use as random idea generator to determine creature using MAG: Wisdom roll to see if I notice the creature: 9 total, barely missed a total success.

-I set a timer to wake me up after 6 hours and dozed off. I fell asleep pretty quick. Even though the timer didn’t go off yet I woke up after a while. I don’t know…was that a noise? A hiss maybe? I look around. What the hell!

-Clinging to a branch above me was a vicious looking creature. The size of a dog but with a more lizardlike anatomy. It was furry but it’s back was made up of bony spikes like those of a hedgehoc and it had a tail that split into two tails. One end ended in a bony sawblade, the other one had a scorpion-like sting. It hissed. It’s spikes were standing up…

-Out of instinct I rolled to the side, not one second to late as the creature unleashed two spikes that were shooting out of it’s back, however, one spike still got me. (1d6 damage, 3 damage, 9 hp left). After the spike attack it drops to the ground. Creature stats: 8 hp, no armor, 1d6 damage with spikes, 1d6+1 with tail ends.

-I ignore the pain and get on my feet, drawing my vibroblade in the process. As the creatures tail lashes forward I dodge to the side and slash at the tail with my razorsharp blade. (Dex roll: yes, natural 11, 14 total, but only three damage, creature down to 5).

-The creature hisses as I cut of the sting of one of it’s tail ends. I lunge forward and make another attack. (Dex roll: Ups, natural two, 5 total, complete failure, ouch)

-I stumble and fail to catch my fall. I drop prone on the ground. The creatures bony sawblade slashes viciously over my back. (3 damage, 6 hp left for Cane).

-I manage to roll around just in time as the creature lunges forward. I thrust upwards with my vibroblade…(Dex roll: rolled three, six total, another failure) but missed the creature. It is now on top of me, I can smell it’s foul breath, and buries it’s teeth in my shoulder (1d6 damage, lucky me, only 1 damage, 5 hp left).

-This was probably my last chance: I mobilize all my strength and attempt to thrust the vibroblade into the creature while hoping to push it off me to the side. Strength roll: rolled 5, 6 total, another failure, come on…

-But before I could land a blow the creature took another bite. (4 damage, 1 hp left…).

-Desperately I pull out my survival knife from my belt. It is smaller and easier to use in close-quarter combat. I was running out of options fast. I thrust it into the side of the creature…(Str roll: rolled 6, 7 total, at least a success, but with a price…and I deal only two damage, creature at 3 hp)

-I can feel the blade enter the belly of the beast. It howls and rolls over to the side, but while doing so it rips out a chunk of flesh out of my arm…I scream as I have never screamed before…(since I will suffer at least one point of damage I now have the wounded condition, meaning I get -3 to all rolls according to the Streets of Mos Eisley rules)

-Time to see if fate might save me: Since the creature is also severely wounded with a cut-off tail end and a knife in it’s belly I imagine the scene as a standoff: Creature and human stare at each other, wounded, circling…waiting for a move.

-A: The creature retreats. 1d6
-B: The creature attacks again. 1d6

-B wins, 4 to 3: The creature is in a killing frenzy now. It jumps…I try to bring my blaster pistol up in time and shoot (Dex roll with -3 penalty: Yes, natural 11, 8 total, partial success…3 damage, enough to kill the creature, but it was only a partial success…).

-As the creature falls to the ground it’s getting dark around me as I pass out…

To be continued…