Star Wars Missions 002 - Escape from Thyferra

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Star Wars Missions 002 - Escape from Thyferra Page 3

by Ryder Windham


  To convince the stormtrooper to give you the data pad (without Power): Your charm# +1 is your confront# Roll the 6-dice to talk your way out of this one.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You now have the data pad. The squad leader and stormtrooper are satisfied, and leave you to proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The squad leader and stormtrooper suspect you are an impostor. You must fight them (below).

  To convince the stormtrooper to give you the data pad (using Power)*: Choose your Persuasion Power. Use your charm# + your Power’s low-resist# + your Jedi# as your confront#. Roll the 6-dice to talk your way out of this one.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You now have the data pad. The squad leader and stormtrooper are satisfied, and leave you to proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The squad leader and stormtrooper suspect you are an impostor. You must fight them (below).

  *Note: This counts as one of two Power uses you are allowed in this Mission.

  To combat the squad leader: Choose your weapon. Add your weaponry# to your weapon’s close-range# +1 for your confront#. Roll the 6-dice to shoot the squad leader.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You may now proceed to combat the stormtrooper (below).

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have defeated the squad leader. Once you have defeated the squad leader, proceed to combat the stormtrooper (below).

  To combat the stormtrooper: Add your weaponry# to your weapon’s close-range# +2 for your confront#. Roll the 12-dice to shoot the stormtrooper.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed, hiding the bodies of the stormtrooper and the squad leader, so no one else can see them.

  If your confront# is less than your roll#, subtract the difference from your MP total. Add +3 to your confront# for your new confront#. Roll the 12-dice to shoot again.

  If your new confront# is equal to or more than your roll#, you may proceed, hiding the bodies of the stormtrooper and squad leader, so no one else can see them.

  If your new confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have defeated the stormtrooper.

  The squad leader and the stormtrooper are no longer a problem. But you have attracted the attention of the other stormtroopers, who are wondering why you have the data pad.

  “You there!” yells one trooper. “Stop where you are!” The trooper is running toward you. His blaster rifle is drawn and ready to fire. The other troopers watch from a distance. They’re not sure what to do.

  There are ten stormtroopers in the docking bay. They’re all spread out around the Falcon. You know you can’t fight them all and win. But because you’re wearing the uniform of a stormtrooper, you may be able to talk your way out of this with the approaching trooper.

  Choose to talk your way out of this or combat the approaching stormtrooper.

  To talk your way out (without Power): If you talked your way out of the last confront, your charm# +2 is your confront#. If you had to combat in the last confront, your charm# is your confront#. Roll the 6-dice to evade the stormtrooper.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The trooper believes that you are a fellow stormtrooper and you may leave the docking bay.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The trooper doesn’t believe you and you will have to combat him (below).

  To talk your way out (using Power)*: Choose your Persuasion or your Evasion Power. Your stealth# + your Power’s low-resist# + your Jedi# is your confront#. Roll the 6-dice to talk your way out of this one.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You may leave the docking bay.

  If your confront# is less than your roll#, subtract the difference from your MP total. The trooper doesn’t believe you and you have no choice but to fight (below).

  *Note: This counts as one of two Power uses you are allowed in this Mission.

  To combat the stormtrooper: Choose your weapon. Add your weaponry# to your weapon’s mid-range# +4 for your confront#. Roll the 12-dice to combat the stormtrooper.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront, adding +2 to your confront# for your new confront#. Once you have defeated the stormtrooper, you may proceed.

  “Follow me!” calls a voice from above. You look up to see Q-7N, who hovers by a metal gutter. “Climb this gutter and you can make it to the roof!”

  To climb to the roof: Add your strength# to your stealth# for your confront# Roll the 6-dice to climb hand-over-hand up the gutter.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Using the same equation, repeat this confront until you have reached the rooftop. Once you’re on the roof, you may proceed.

  “Where do we go from here?” you ask.

  “To the Y-wing!” Q-7N replies. “Over there!”

  On a nearby rooftop, the Y-wing starfighter rests where it was left by the Falcon.

  To reach the Y-wing, you’ll have to run and make a broad jump from one roof to the next.

  To run and Jump: Add your strength# to your stealth# +2 for your confront#. Roll the 12-dice to make the jump.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. You tried to jump but didn’t quite make it. You’re dangling from the gutter by your fingertips and must pull yourself up (below).

  To pull yourself up: Your strength# +2 is your confront#. Roll the 6-dice to swing your body up onto the roof.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Using the same equation, repeat this confront until you are standing on the rooftop. Once you’re up, you may proceed.

  You run to the Y-wing and climb into the cockpit. Q-7N flies into the seat behind you.

  “Are you sure you know how to fly this ship?” it asks.

  “There’s a first time for everything,” you reply. “Hang on!”

  To fly the Y-wing: Use your vehicle card. Add your vehicle’s distance# to your vehicle’s speed#+1 for your confront#. Roll the 6-dice to launch the Y-wing starfighter off the roof.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Repeat the confront using the same confront# until you have successfully launched the Y-wing.

  “How far are we going?” Q-7N asks. “How are we going to rescue our friends?”

  “Don’t worry,” you reply. “I’m only flying a short distance away. I just want to put some space between us and the stormtroopers. We’ll still be within walking distance of Docking Bay Seventy-two.”

  Gazing down at the spaceport below, you circle until you see a crowded docking area. There are many small ships that are leaving or docking. You point to it and say, “We should be able to land there without drawing too much attention.”

  “If you don’t want any attention, you might want to take off your
stormtrooper uniform!” Q-7N points out

  “You’re right,” you admit as you take off your helmet “No wonder I’m so uncomfortable.”

  You dock the Y-wing, then take off the armor and leave it in the backseat. Q-7N stays close to your side as you step away from the dock and lose yourself in a crowd of bizarre creatures.

  “Where do we go from here?” Q-7N asks.

  “We’ll have to try and find Voralla Morbo at her cantina,” you reply. “If she’s been loyal to the Rebellion in the past, maybe she can help us.”

  A Kubaz stands against the wall, chewing on a toothpick. The Kubaz is wearing goggles to protect his large, sensitive eyes from any harsh light Instead of a nose, the Kubaz has a short trunk. The trunk lifts and twists to remove the toothpick from his mouth.

  “Do you think that Kubaz might be helpful?” you ask Q-7N.

  “I don’t know about him,” replies the floating droid. “He looks suspicious!”

  “I’ll risk it,” you reply. You walk to the Kubaz and smile. “Excuse me, but I’m looking for a cantina named Morbo’s Place. Can you point me in the right direction?”

  The Kubaz stares down at you. You’ll have to try harder than that.

  To get help from the Kubaz (without Power): Your charm# +1 is your confront#. Roll the 6-dice to receive directions from the Kubaz.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The Kubaz is rubbing his fingers together and expects you to pay him for the information. Subtract another 5MP from your MP total. You have paid for this confront, and you may now proceed.

  To get help from the Kubaz (using Power)*: Choose your Persuasion Power. Your charm# + your Power’s low-resist# + your Jedi# is your confront#. Roll the 6-dice to talk your way out of this one.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The Kubaz is rubbing his fingers together and expects you to pay him for the information. Subtract another 5MP from your MP total. You have paid for this confront, and you may now proceed.

  *Note: This counts as one of two Power uses you are allowed in this Mission.

  “So, you’ll give me the directions?” you ask.

  “I can do better than that, spacer,” responds the Kubaz, looking down his trunk at you. “I was on my way there myself. I’d be happy to escort you. It’s not far.”

  Several minutes later, you arrive at a cantina. It’s a seedy place, dark and gloomy even from the outside. The building looks as though it might fall apart at any moment.

  “Are you sure this is the right cantina?” you ask the Kubaz.

  “Sure,” the Kubaz replies. “Come on in. I know the owner here. I’ll introduce you.”

  “Well, okay,” you say. Next to the cantina door, there’s a sign: NO DROIDS ALLOWED.

  “I think I’ll wait out here,” Q-7N says.

  “Good idea,” you mumble. “Try and stay out of trouble.” The Kubaz steps through the doorway and you follow.

  Several aliens look up at you as you enter. They remain quiet. One of the aliens has five red eyes. He smiles and nods his enormous head as you walk to the counter.

  The Kubaz sits down and points to the stool next to him. “Have a seat,” he says. “Relax. You’re among friends here.”

  A tall Devaronian appears on the other side of the counter. The horns that come out of his head nearly scrape the ceiling. “Well, hello,” says the Devaronian to the Kubaz. “I see you’ve brought a guest” The Devaronian turns to face you.

  “Hello,” you respond to the homed creature. “I was wondering if I could speak to the owner of this place.”

  The Devaronian smiles. He has many sharp teeth. “You’re looking at him,” he states. “I am the owner of this cantina.”

  “But I thought that Morbo’s Place was owned by a woman,” you mention as you cast a glance at the Kubaz. The Kubaz won’t look at you.

  “You’re correct,” says the Devaronian. “Voralla Morbo does own Morbo’s Place. The problem is… this isn’t Morbo’s Place!”

  With one swift motion, the Devaronian pulls a switch and a trapdoor opens beneath your stool. You yell as you fall through the trapdoor and find yourself tumbling down a metal slide.

  At the bottom of the slide, you land with a smash upon a cold stone floor. As you struggle to stand up, you hear a grunting sound and realize you are not alone. From a nearby comer in the room, a Gamorrean stares down at you. The pig-faced brute wears heavy armor and carries a menacing axe. At the sight of you, drool begins to flow from the corners of his upturned mouth, making his tusks glisten. Beyond the Gamorrean, you see a high wooden door.

  You try to run for the door, but the Gamorrean steps in your way. He snorts at you as he raises his axe.

  You can’t talk your way out of this one.

  You can choose to combat the Gamorrean with your fists or with a weapon.

  To combat the Gamorrean with your fists: Add your strength# to your stealth# +2 for your confront#. Roll the 12-dice to throw a devastating punch at the Gamorrean.

  If your confront# is equal to or more than your roll#, add 15MP to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. This Gamorrean is too tough for you. You’ll have to use your weapon (below).

  To combat the Gamorrean with your weapon: Choose your weapon. Add your weapon# to your weaponry’s close-range# +1 for your confront#. Roll the 12-dice to blast the Gamorrean out of his boots.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Add +3 to your confront# for your new confront#. Roll the 12-dice to shoot again.

  If your new confront# is equal to or more than your roll#, you may proceed.

  If your new confront# is less than your roll#, subtract the difference from your MP total and repeat this confront using the same new confront# until you have defeated the Gamorrean.

  Stopping the Gamorrean was quite an achievement. Add 10MP to your MP total (25MP for Advanced Level players).

  You’re stepping over the Gamorrean’s body when you hear a familiar voice call behind you, “Wait for me!”

  “Q-7N?!” you exclaim. “How did you get down here?”

  “When I heard you yell, I flew inside the cantina,” replies the droid. “The creatures were all laughing. I think they planned on robbing you! Then I saw the open trapdoor and raced down to find you!”

  “You’re a brave little droid, Q-7N. Those guys upstairs may have planned something worse than robbing me. Some aliens are known to trap wandering spacers, then use them for slave labor!”

  Q-7N aims a photoreceptor at the floor and examines the Gamorrean. “What happened to this fellow?”

  “What do you think?” you reply. “Come on! We have to get out of here!”

  You go to the door, but it’s locked.

  To open the door, you can choose to hotwire the lock, kick the door down, or fire your weapon at the lock. You must choose now.

  To hotwire the lock: Your skill# +1 is your confront#. Roll the 6-dice to hotwire the lock.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. There’s no way you can hotwire this lock, so you must either kick the door down or blast the lock off (below).

  To kick the door down: Your strength# +1 is your confront#. Roll the 6-dice to launch a powerful kick at the door.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If yo
ur confront# is less than your roll#, subtract the difference from your MP total. You’re probably just worn out from your battle with the Gamorrean. Proceed to blast the lock off (below), or try to hotwire the lock (above).

  To blast the lock off: Your weaponry# + your weapon’s close-range# is your confront#. Roll the 6-dice to take a shot at the lock.

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Now double your confront# for your new confront#. Roll the 12-dice to fire another blast at the stubborn lock.

  If your new confront# is equal to or more than your roll#, you may proceed.

  If your new confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront with your new confront# until you have shattered the lock. You may then proceed through the doorway.

  Q-7N follows you through the doorway and into a tunnel. At the far end of the tunnel, another Gamorrean guard looks up from his post. He grunts angrily at the sight of you.

  “He’s probably wondering where his friend is,” you mutter to Q-7N.

  Q-7N notices that the Gamorrean is reaching for something. “Stop him!” cries the droid. “He’s trying to pull a lever!”

  Choose your weapon to shoot the Gamorrean.

  To shoot the Gamorrean: Add your weaponry# to your weapon’s far-range# for your confront#. Roll the 12-dice to fire a blast at the dastardly beast

  If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Now double your confront# for your new confront#. Roll the 12-dice again to fire another shot at the Gamorrean.

 

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