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Regina Cayli: Part 2

A D20/Saga Edition Star Wars Solitaire Adventure

A Sequel by Mark Dowson to Ken Rolston’s Solo Adventure

You can play this adventure either Attack +4 ranged, (Damage 3D8+1, heavy blaster
pistol). With Point Blank Shot+5 ranged, (Damage
using either a 3rd level D20 or Saga
3D8+2, heavy blaster pistol). Force Points 6.
edition character or one of the sets of
stats provided for Roark Garnet below. Skills: Astrogate +7, Initiative +8, Pilot +8 and
You can play Jedi characters but cannot others which won’t be used in this adventure.

use Force attacks, only Force enhanced Talents: Fool’s Luck, Fortune’s Favor.
ones, like through Battlemind, Enhance
Ability or Battle Strike. If you play a Feats: Improved Initiative, Point Blank Shot,
Starship Dodge, Starship Operation, Vehicular
Saga Edition Jedi or Soldier it is
Combat.
suggested you go for a 2nd level one,
rather than a 3rd level one. Character Sheet

Name: ______________________________ Height: _________

Roark Garnet: Height 6ft, Sex: Male, Sex: ________ Age: ____ Hair:____________ Eyes: _________

Age 28, Hair: has pencil thin moustache. Ability Ability Modifier
Str 13, Dex 14, Con 13, Int 12, Wis 13, Cha 13
STRENGTH ____ Initiative ____
1st Edition D20 Rules Stats
DEXTERITY ____ Defence ____
Initiative +2. Defence 17. Vitality 16. Wounds 13.
CONSTITUTION ____ Vitality/Hit Points ____
Attack +4 ranged, with Point Blank Shot +5
INTELLIGENCE ____ Wounds ____
ranged, (3D8+1, heavy blaster pistol). Better
Lucky Than Good. Force Points 3. WISDOM ____ Attack Rng___ Melee___

Skills: Astrogate +3, Pilot +8 and others which CHARISMA ____ Damage ____
won’t be used in this adventure.
Skills
Feats: Point Blank shot, Starship Dodge, Starship
Operation. Acrobatics ___ Battle Mind ___

Revised D20 Rules Stats Enhance Ability ___ Heal Self ___

Pilot ___ See Force ___


Initiative +6. Defence 15. Vitality 16. Wounds 13.
Treat Injury ___ Tumble ___
Attack +4 ranged, (Damage 3D8+1), with Precise
Shot +5 ranged, (3D8, heavy blaster pistol). Use the Force ___
Lucky. Force Points 3.
Special Abilities, Talents & Feats________________________
Skills: Astrogate +3, Pilot +8 and others which
won’t be used in this adventure. ____________________________________________________
____________________________________________________
Feats: Improved Initiative, Starship Dodge,
Force Points____
Starship Operation.

Saga Edition Rules Stats Basic Rules

Initiative +8. Defence 17. Hit Points 28. The rules below are very basic and generic to
D20 and Saga edition Star Wars. For the full
rules, refer to the appropriate rule book.
1
In combat you alternate between attacking at the other. They have Initiative +0,
and being attacked until either you or your Defence 16, WP or hp 11, Attack +4
(3D8 damage). Go to 17 if you win or to
enemy is defeated. To determine who attacks 40 if you lose.
first roll a dice for yourself and add your
Initiative and one for your enemy and add
their Initiative. If your result is higher or equal
to theirs you attack first. If they roll higher
they attack first. The winner of initiative also
gets a +4 cover bonus to Defence if they are
making ranged. You get 1 attack a turn. To hit
an enemy roll a twenty-sided dice (D20) and
add your Attack stat. If the result is equal or
over their Defence, you have hit them. Next
roll the number of damage dice you have
against them. With D20 rules Vitality points
are lost first then Wounds. They lose Wounds
or Hit Points equal to your result and are
defeated if you reduce them to zero Wounds
3 You see two Stormtroopers on guard
or Hit Points. at the top of the boarding ramp, who
open fire with their blasters. Hawk
Enemies attack you back in the same way as shoots at one (he has Initiative +2,
you attack them, deducting what they roll for Attack +4, damage 3D8) and you ignite
damage from your Hit points on a successful your lightsaber and close on the other.
They have Initiative +0, Defence 16, WP
hit. or hp 11, Attack +4 (3D8 damage). Go
to 17 if you win or to 40 if you lose.
The Adventure
4 To your right you see the boarding
1 In the previous adventure your ship, ramp doorway. Looking straight ahead,
the Dorian Discus, was forced down by there is a passageway to the left (turn to
Imperial cruisers, resulting in a crash 12 to go along it) and one to your right
landing in a forest on the planet, New to the cockpit (turn to 24 to go along it).
Bakstre. Your friend and co-pilot, Hawk To go back the way you have come, turn
Carrow, was wounded and captured by to 22.
Stormtroopers searching for the two of
you and your ship. You managed to
rescue Hawk from the Regina Cayli, the
5 The Stormtrooper falls to the ground
dead. Go to 18.
Imperial transport he was taken to. Now
the two of you need to escape off New
Bakstre. 6 A Stormtrooper steps into view and
Returning to the Dorian Discus, you opens fire at you. He has Initiative +0,
find your space transport’s boarding Defence 16, WP or hp 11, Attack +4
ramp from under its right side is down. (3D8 damage). Go to 14 if you defeat
Go to 3 if you are a Jedi and wish to use him or to 40 if you lose.
your lightsaber, otherwise go to 2.
7 You enter a compartment with an
2 You see two Stormtroopers on guard eating area to your right and bed
at the top of the boarding ramp, who alcoves above it and beyond it. There is
open fire with their blasters. Hawk a door to your left to the main cargo bay
shoots at one (he has Initiative +2, (turn to 28 to go through it) and
Attack +4, damage 3D8) and you shoot another one straight ahead (turn to 34

2
to go through it). Go to 30 to turn or hp 11, Attack +4 (3D8 damage). Go
around and go back the way you have to 33 if you win or to 40 if you lose.
come. There is a medpac at the side of
one of the beds. With a sufficient Treat 11 Stepping through the doorway, you
Injury roll you can recover lost Vitality find yourself in the cockpit with the two
points, Wound points or Hit Points. passenger seats before you and the pilot
With the original D20 rules a medpac and co-pilot seats in front of them. The
automatically restores 1 Wound point surrounding canopy provides a clear
with extra Wounds on the following view of everything in front of the ship
Treat Injury skill roll results: 5-9: 1 from the trees and twisted vegetation on
extra Wound, 10-14: 2 extra Wounds, the ground in the darkness of the forest
15-19: 3 extra Wounds, 20-24: 4 extra outside to two of New Bakstre’s seven
Wounds, 25+: 5 extra Wounds. moons in the night sky above. If you
With the Revised D20 rules on a Treat have already checked both cargo bays
Injury roll of 20 or more you can either and the living area and repaired the
recover Vitality points equal to the damage to the Dorian Discus turn to 27,
number of ranks you have in that skill or otherwise turn to 8.
D2 Wounds.
With Saga edition rules on a Treat 12 You enter an area, which seems to
Injury roll of 20 or more you recover hit double as both a cargo bay and to a
points equal to your level plus the lesser extent a living area. If this is your
amount your Treat Injury roll exceeds first time here turn to 15, otherwise go
20. to 18.

8 Leaving the cockpit, you reach a 13 You sense four more sentient life
corridor to your right towards the living forms onboard with a mental disposition
area (turn to 12 to go along it). To your to unquestioningly obeying orders typical
left, beyond the boarding ramp doorway of Stormtroopers. There are two in the
is the circular opening to the main cargo cargo bay, to your left along the
bay. Turn to 22 to go through the passageway, and one each in the living
opening. area and cockpit, both to your right
along the passageway.
9 You give Hawk a call and he enters Go to 22 to go left towards the cargo
the cargo bay from the passageway to bay or to 26 to turn right along it
your left. towards the living area and cockpit.
“So you’ve got them all?” he asks.
“Sure have,” you reply, “So now let’s 14 The Stormtrooper falls to the
get this baby fixed.” Crawling into a low ground, dead. Turn to 19.
and narrow maintenance access tunnel
with pipes and wires all around you, you
begin work on the damage with Hawk
15 A Stormtrooper steps into view and
passing you hydrospanners and opens fire at you. He has Initiative +0,
replacement parts, as you need them. Defence 16, WP or hp 11, Attack +4
After half an hour you have jury rigged (3D8 damage). Go to 5 if you defeat him
repairs good enough for you to take-off or to 40 if you lose.
and get into hyperspace. Crawling back
out into the cargo bay, turn to 23 to go 16 With the flash of your last shot or
through the door to your left to the main the blade of your lightsaber cutting
living area, or 4 to go through the through him the Stormtrooper crashes to
circular opening of a passageway to your the ground. Turn to 11.
right.
17 The last Stormtrooper tumbles
10 There are two white armoured down the boarding ramp, dead.
Stormtroopers on guard here. Spotting “Yeah, we rock,” grins Hawk.
you instantly, they open fire at you. Beyond the boarding ramp doorway is
They have Initiative +0, Defence 16, WP a dimly lit passageway with dull metallic
3
grey walls. Leaving Hawk on guard, you damage to the Dorian Discus, done to it
head up the ramp. Go to 26 to turn right when it was forced down, if you have not
along it towards the living area and already done so. Turn to 9 to do this. If
cockpit or to 22 to go left towards the you have not checked everywhere but
cargo bay. want to start work on the repairs
Alternatively, if you have Force skills anyway, turn to 29.
and wish to try and sense any other
enemies on the ship, on a See Force or
Use the Force skill roll of 20 or more, go 22 Entering the main cargo bay, turn
to 13. to 10 if this is your first time reaching
the cargo bay, otherwise go to 35.

18 To your right are several padded 23 You enter a compartment with an


seats built into a wall and curving eating area ahead of you and bed
around a circular table and to your left a alcoves above it and beyond it. There is
tech station. Passed some crates, there a doorway to your right (turn to 37 to
go through it) and another one to your
is a doorway at the far end of the
left (turn to 34 to go through it). Go to
compartment into the main living area
28 to turn around and go back the way
(go to 7 to go through it). Turn to 30 to you have come. There is a medpac at
go back the way you came. the side of one of the beds. With a
sufficient Treat Injury roll you can
recover lost Vitality points, Wound points
or Hit Points.
19 Looking around you see there are With the original D20 rules a medpac
crates stacked to the left and right of automatically restores 1 Wound point
you. At the far end, to the left of an with extra Wounds on the following
Treat Injury skill roll results: 5-9: 1
opening into a passageway, are several
extra Wound, 10-14: 2 extra Wounds,
padded seats built into a wall and 15-19: 3 extra Wounds, 20-24: 4 extra
curving around a circular table. To the Wounds, 25+: 5 extra Wounds.
right of it is a tech station. Turn to 30 to With the Revised D20 rules on a Treat
go along the passageway, which leads to Injury roll of 20 or more you can either
the cockpit, or to 7 to go back the way recover Vitality points equal to the
you have come. number of ranks you have in that skill or
D2 Wounds.
With Saga edition rules on a Treat
Injury roll of 20 or more you recover hit
points equal to your level plus the
20 From the doorway a Stormtrooper amount your Treat Injury roll exceeds
opens fire at you. He has Initiative +0,
20.
Defence 16, WP or hp 11, Attack +4
(3D8 damage). Go to 16 if you win or to
40 if you lose. 24 Further round the passageway
turns left and you see an open doorway
at the end of it. Turn to 20 if you have
21 Further round the cargo bay, in the not yet been to the cockpit, otherwise
wall to your left is a ladder (turn to 31
turn to 11.
to go up it). At the other end of the main
cargo bay is the circular opening of a
passageway. Turn to 4 to go through it 25 The last Stormtrooper falls to the
or to 23 to go back through the door ground with a smoking hole through his
you entered the cargo bay by. chest. Turn to 21.
If you have checked the living area and
cockpit and killed all the Stormtroopers, 26 Ahead the passageway turns to the
there is a maintenance hatch to your left, leading to the living area (turn to
right through which you can repair the 12 to go that way), while another

4
stretches to your right, leading to the with Attack +4, damage 3D8, leaving
cockpit (turn to 24 to go that way). you to face the other one. Go to 36 if
you win or to 40 if you lose.
27 Having explored the entire ship and
dealt with any Stormtroopers you 30 You reach a corridor to your left,
encountered and repaired the damage it leading to the cockpit (turn to 24 to go
suffered, when you were forced down, along it). To follow the passageway
you take your place in the pilot’s flight right, beyond the entrance ramp
seat. You give Hawk a call and he joins doorway and to the main cargo bay turn
you in the co-pilot seat. You hit the to 22. To go back the way you have
appropriate button to close the boarding come, turn to 12.
ramp and hear the distant hydraulic
sound of it shutting at the end of the 31 Climbing up the ladder, you find
corridor behind you. Powering up the yourself in the ship’s laser cannon turret.
ship, you lift off and fly upwards into the Moonlight from outside shines down
sky. through the canopy surrounding the
Eventually you hit the blackness of laser cannon and the gunner’s chair. It is
space but before you can enter currently empty, so you climb back down
hyperspace two TIE Fighters with their into the main cargo bay.
hexagonal wings on either sides of ball Turn to 23 to leave by the door round
shaped cockpits move to intercept you to your right to the living area or to 4 to
and open fire with their laser cannons. do so by the passageway to your left.
The TIE Fighters each have: If you have checked the living area and
Initiative +3, Defence 14, Hull Points/hp cockpit and killed all the Stormtroopers,
60, DR 5, Ranged Attack +4, Damage there is a maintenance hatch facing you,
5D10x2. through which you can repair the
The Dorian Discus uses your Initiative damage to the Dorian Discus, done to it
and Ranged Attack values and has: when it was forced down, if you have not
Defence 15, Hull Points/hp 120, DR 5, already done so. Turn to 9 to do this. If
Shield Points 30 or SR 15, Damage you have not checked everywhere but
6D10x2. want to start work on the repairs
Choose who out of you and Hawk will anyway, turn to 29.
pilot the ship and which one of you will
man the laser cannon turret. Hawk has a 32 There are two white armoured
reasonable Pilot skill and the Starship Stormtroopers on guard here. Noticing
Operation feat but does not have you, they open fire. They have Initiative
Starship Dodge or Vehicular Combat. If +0, Defence 16, WP or hp 11, Attack +4
you leave the laser cannon turret to him, (3D8 damage). Go to 25 if you win or to
he has Initiative +2, Ranged Attack +4. 40 if you lose.
Go to 39 if you destroy both TIE
Fighters or to 38 if you lose.
33 You hit the last Stormtrooper and
he falls to the ground with a smoking
28 Through the door you enter the hole through his chest armour. Go to
main cargo bay. Turn to 32 if this is 35.
your first time reaching the main cargo
bay, otherwise go to 21.
34 You find yourself in a washroom.
29 You give Hawk a call and he enters On coming out, turn to 28 if you want to
the cargo bay from the passageway to go through the door to your right to the
your left. Unfortunately, two white main cargo bay or to 37 if you wish to
armoured Stormtroopers follow behind go through the doorway straight ahead.
him and he only has just enough time to
get out of the way before they open fire.
They have Initiative +0, Defence 16, WP
35 Around the cargo bay you see the
crates of your cargo. In the wall to your
or hp 11, Attack +4 (3D8 damage).
right is a ladder (turn to 31 to go up it).
Hawk with Initiative +2, shoots at one
5
At the other end of the main cargo bay into star lines and you survive to live
is a door to your right to the living area. another day.
Turn to 23 to go through it or to 4 to go The End
back through the way you entered by.
If you have checked the living area and
cockpit and killed all the Stormtroopers 40 A blaster bolt burns through your
there is a maintenance hatch to your left chest and you fall to the deck plating
through which you can repair the
dead.
damage to the Dorian Discus, done to it
when it was forced down, if you have not
The End
already done so. Turn to 9 to do this. If
you have not checked everywhere but
want to start work on the repairs
anyway, turn to 29.

36 “Well we showed them,” Hawk


grins.
“Sure,” you reply. “So now let’s get this
baby fixed.” Crawling into a low and
narrow maintenance access tunnel with
pipes and wires all around you, you
begin work on the damage with Hawk
passing you hydrospanners and
replacement parts, as you need them.
After half an hour you have jury rigged
repairs good enough for you to take-off
and get into hyperspace. Crawling back
out into the cargo bay, turn to 23 to go
through the door to your left to the main
living area, or 4 to go through the
circular opening of a passageway to your
right.

37 You enter an area, which seems to


double as both a cargo bay and to a
lesser extent a living area. If this is your
first time here turn to 6, otherwise go to
19.

38 Your shields fail and blasts from


your enemy’s laser cannons tear through
the ship, killing you.

The End

39 Your laser cannons blast the last


TIE Fighter and it is torn apart by fiery
explosions. As more TIE Fighters streak
towards you with an Imperial Customs
Frigate coming into view around the
planet, New Bakstre, below you, you
engage the hyperdrive. The stars stretch

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