Star Wars Missions 005 - The Hunt for Han Solo Read online

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  If your confront# is lower than your roll#, subtract the difference from your MP total. Add +3 to your confront# to get your new confront#.

  If your new confront# is equal to or more than your roll#, you have charmed the worm and can quietly proceed.

  If your new confront# is lower than your roll#, your charms have not worked. You must fight the worm with your fists or with your laser scalpel (below).

  To combat the dune worm with your fists: Add your strength# to your skill# +1 for your confront#. Roll the 12-dice to punch out the dune worm.

  If your confront# is equal to or more than your roll#, add 11 MP to your MP total. It was a knockout punch. The dune worm even lost a few teeth. That will teach it to mess with a bounty hunter!

  If your confront# is lower than your roll#, subtract the difference from your MP total. Add +2 to your confront# to get your new confront#.

  If your new confront# is equal to or more than your roll#, you have punched out the worm, and can move forward.

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

  To combat the dune worm with your laser scalpel: Add your weaponry# to your weapon’s close-range# +3 for your confront#. Roll the 12-dice.

  If your confront# is equal to or more than your roll#, add 9 MP to your MP total. A good solid slice like that always makes a young dune worm slither home to its mother. Just hope that she doesn’t come after you!

  If your confront# is lower than your roll#, subtract the difference from your MP total. Add +2 to your confront# for your new confront#.

  If your new confront# is equal to or more than your roll#, you have gotten rid of the worm. Proceed.

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

  Once you have defeated the dune worm, add 15MP to your MP total.

  You crawl up over the dune and look down into the sandy courtyard. The wind is still blowing hard, though it seems to have lightened up a little.

  Han Solo’s ship is there, and next to it is a small sand crawler, perhaps the only vehicle shielded enough to withstand the storm.

  The lights of the landing bay are on beneath the Millennium Falcon, and the hatch is open.

  A Gamorrean guard stands at the bottom of the hatch, wielding a huge, double-headed axe. These guards are notoriously stupid. This one would have to be, to stand outside in a sandstorm.

  The presence of the guard means that Jabba’s henchmen are already here at the site. Perhaps they’ve come to collect Solo’s payoff. Maybe they’ve already killed him.

  You pull out your communicator and call the others, telling them that you have located Solo’s ship inside an old B’omarr monastery. You warn them that Jabba might already be here. The communicator only gives off hissing static. You doubt that the others have heard you.

  But you remember B’omarr’s warning: Solo is about to leave. That must mean he’s still alive.

  You want to get closer to the ship, to learn what is happening. When the Gamorrean guard turns his back, you run swiftly over the sand.

  Just as you near the hatch of the Millennium Falcon, the Gamorrean spots you from the corner of his eye and whirls, holding his huge war axe high.

  “Whadda ya want?” he growls, his green snout wrinkling around his piglike tusks.

  “Jabba sent me,” you say. “To make certain that you are keeping an adequate guard.”

  “Really?” the Gamorrean asks.

  “That’s right,” you say. “And for your vigilance, I’m going to recommend you for a promotion.”

  The Gamorrean’s brow wrinkles in concentration, and his beady eyes dart back and forth. “Promotion?” he asks. “But I’m already chief of security!”

  He frowns, and suddenly shakes with rage. “Hey, I don’t believe you!” the guard says.

  To get past the guard, you can either put him to sleep with Power, you can lie (with or without Power), or you can fight him.

  To put the guard to sleep (using Power)*: Choose your Sleep Power. Your stealth# + your Power# + your Power’s low-resist# is your confront#. Roll the 6-dice.

  If your confront# is equal to or more than your roll#, add 10 MP to your MP total. The guard won’t wake up until sometime tomorrow.

  If your confront# is lower than your roll#, subtract the difference from your MP total. It didn’t work. The guard is still mad, and you must either lie to him or fight him (below).

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

  To lie to the guard (using Power)*: You say, “Ah, but Jabba is going to make a new post: Supreme Pumbah of Security. And only a Gamorrean of your discerning nature could possibly fill such a position.” Use your Persuasion Power. Your charm# + your Power# + your Power’s low-resist# is your confront#. Roll the 6-dice.

  If your confront# is equal to or more than your roll#, add 7MP to your MP total. The guard thanks you gratefully for recommending him for a promotion and lets you pass. He will be your friend for life.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The guard doesn’t believe you. He raises his axe to swing. You must fight (below).

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

  To lie to the guard (without Power): You say, “Ah, but Jabba is going to make a new post. That of Supreme Pumbah of Security. And only a Gamorrean of your discerning nature could possibly fill such a position.” Your charm# +1 is your confront#. Roll the 6-dice.

  If your confront# is equal to or more than your roll#, add 9MP to your MP total. The guard grovels at your feet, begging you not to forget to recommend him for the promotion. Then he lets you pass.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The guard doesn’t believe you, and raises his axe to swing. You must fight (below).

  To fight the Gamorrean guard: You grab his weapon with one hand and choke him with the other. Your strength# + your skill# + your stealth# +1 is your confront#. Roll the 12-dice to fight the guard.

  If your confront# is equal to or more than your roll#, add 7MP to your MP total. You have defeated the guard.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Add +1 to your confront# for your new confront#.

  If your new confront# is equal to or more than your roll#, add the difference to your MP total. The guard is now out of your way.

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

  With the guard out of the way, you begin to creep aboard the Millennium Falcon.

  As you step halfway up the gangplank, you hear voices. You must sneak onto the ship.

  To sneak onto the ship: Your stealth# +2 is your confront#. Roll the 6-dice to sneak onboard.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You have slipped aboard the ship quietly.

  If your confront# is lower than your roll#, you have made a slight noise. Subtract 4MP from your MP total and try again, until you gain entry onto the ship.

  You pass through the hallways, and notice an open repair hatch. It looks as if Solo has been trying to fix a hyperdrive link. The link is badly scored with burn marks and probably isn’t any good. Solo won’t be able to take off if he can’t make it into hyperspace, so you reach down and pull out the hyperdrive link, laughing grimly to yourself.

  As you do, you hear someone talking in the sleeping bay. You stick your head into the access hall that leads to the pilots’ cabin. The pilots’ seats are empty. But you notice that in the pilots’ module, some security monitors are showing pictures of the interior of the ship. Everything you’ve done so far has been caught on camera.

  You wa
ve to the camera, then creep closer to the pilot’s seat to the monitor that shows what is happening in the sleeping bay.

  In the sleeping bay, you see two droids. A golden protocol droid and a little R2 astromech unit. A woman sits in the shadows behind them, head down, as if in thought.

  You also see two creatures, creatures who aren’t much more handsome than the Gamorrean was outside. One of them looks like some Trandoshan cloning experiment gone awry. His body is badly scarred. The other has pointed ears and greenish skin.

  On the table between them is a long brown creature that looks like a worm or a slug. It has an enormous mouth and rich yellow eyes. A young Hutt. Some small animal squirms in the Hutt’s paws.

  “Oh, Princess Leia, I can’t abide this baby Hutt and its filthy habits,” the golden droid says. “I certainly hope that Master Solo and Master Luke get back soon.”

  The little R2 unit gives an electronic beep of agreement.

  “You’re lucky that Jabba feels generous,” one thug grumbles — the Trandoshan who is all muscle and scar tissue.

  “Generous?” the diplomatic droid echoes. “He wants his nephew back — and ten thousand credits? That’s not generous! It’s extortion!”

  “Ha, ha, ha,” the little Hutt laughs. “You doubt my Ur-Damo’s generosity? Jabba will have your metal parts melted down into sewer pipes for that.”

  “Please, Grubba,” the golden droid scolds the Hutt, “you should be grateful that we saved you! Imagine, being held for ransom by a rival crime lord! You should thank Master Solo.”

  “I’m gonna tell my Ur-Damo that you kidnapped me,” Grubba says. “I’ll help him torture a confession from you!”

  The thugs all laugh at Grubba’s jokes, while the golden droid rattles with fright

  “Jabba and the others should be here any minute,” Leia says, trying to calm the protocol droid. You see that she is wearing wristbands and shackles. She, too, is a prisoner here.

  “Yeah, then we’ll see what he decides to do with you all,” the green guard says.

  At the news, you become nervous. If Jabba and his goons come into the ship, you’re sure to be caught. Taking on Han Solo and his Rebel friends would be hard enough, but you can’t fight Jabba’s whole criminal empire.

  You’re alone. The other bounty hunters are far away. Even if they were to come now, your party wouldn’t be able to fight both Solo’s group and Jabba’s cohorts.

  As you realize this, you come up with a daring plan.

  You had hoped that Solo would pay Jabba off in coin. That way you could steal the money.

  But Jabba wants Grubba, and is offering a reward.

  Maybe he’d pay the reward to you?

  Or maybe he’d trade Han for the child?

  Or maybe, if the child was taken, Han and Jabba would fight it out.

  In any case, if you can’t get Solo now, having the Hutt will ensure that you get him later…

  You go to take the child. You can either take Grubba by lying without Power, by lying with Power, by putting the guards to sleep with Power, or by fighting the guards.

  To lie (without Power): You tell the guards that Jabba has sent you as a courier to pick up the child, and that the guards are to hold Leia, the droids, and the ship until further notice. Your charm# +5 is your confront#. Roll the 12-dice to deceive the guards.

  If your confront # is equal to or more than your roll#, add 10 MP to your MP total. The guards believe you, and give you custody of Grubba the Hutt.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The guards don’t believe you, and you must fight them (below).

  To lie (using Power)*: You tell the guards that Jabba has sent you as a courier to pick up the child, and that the guards are to hold the droids, Leia, and the ship until further notice. Choose your Persuasion Power or your Deception Power. Your charm# + your Power’s medium-resist# + your Power# is your confront#. Roll the 6-dice to deceive the guards.

  If your confront# is equal to or more than your roll#, add 6 MP to your MP total. The guards give you Grubba the Hutt.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The guards don’t believe you. “Shoot him,” the leader shouts. You must fight (below).

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

  To put the guards to sleep (with Power)*: Choose your Sleep Power. Your stealth# + your Power# + your Power’s medium-resist# is your confront#. Roll the 12-dice.

  If your confront# is equal to or more than your roll#, add 7 MP to your MP total. The guards drop in their chairs, snoring loudly.

  If your confront# is lower than your roll#, subtract the difference from your MP total. It didn’t work. The guards are still awake, and you must fight (below).

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

  To fight: Choose your weapon. Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice to combat the first guard.

  If your confront# is equal to or more than your roll#, add the difference to your MP total, and proceed to combat the second guard, using the same confront equation.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Add +2 to your confront# for your new confront#.

  If your new confront# is equal to or more than your roll#, you have defeated the first guard. Add 1 MP to your MP total. Now use your new confront# to defeat the second guard. When you have defeated the second guard, you may proceed.

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

  Once you defeat the guards, add 25 MP to your total (50 MP for Advanced Level players).

  You grab the young Hutt and leave the ship. Grubba squirms in your arms, so you hold on tight. The sand is ripping across the desert and bites you like the teeth of a dune worm. You run quickly through the gates of the old B’omarr fortress. The child wriggles in your arms like a fish, and is twice as slimy.

  “Let go of me, you goon!” Grubba hollers. “You’re not any better than those rotten Rebels.”

  He bites you on the arm. At first you just think it’s the sand biting your flesh.

  “Ew, you taste dirty,” Grubba says.

  “Knock it off, you brat,” you say.

  “You’ll be even dirtier once my Ur-Damo plants your miserable carcass in the ground,” Grubba shouts.

  “Quiet,” you say, “or I’ll stuff you in my saddlebag.”

  The young Hutt glares at you with petulant rage, and quiets down.

  As you round the corner of the fortress, you hear the engines of a large sand crawler drawing near. Its heavy treads clank over the ground, and the sand beneath your feet shifts and rumbles.

  In the darkness of the storm, you rush to your dewback. You can’t easily direct the creature and hold Grubba at the same time, so as the child curses you, you stuff him in your saddlebag and fasten it closed.

  Grubba shouts and wriggles.

  You don’t even try to use your communicator. Instead, you ride like mad with your back to the wind, hoping only to escape.

  Every moment, you imagine that you hear the sound of blasters or that you can feel something more than sand ripping through your back.

  Fortunately, you made your trip on the dewback. If you had brought a metal vehicle, perhaps Jabba’s sand crawler would have been able to detect the metal or the electronics. As it is, you might be able to make it.

  You use the few landmarks that you can locate to guide yourself on the journey. You call out to your party over the communicator from time to time, but you still cannot hear anything but static in return.

  Finally, you reach the place where you fought the Sand People.

  There, you see something huge. Amid the swirling clouds of sand, two horned beasts are feeding on the carrion of the dead bantha.
r />   Since they are already feeding, you hope they won’t attack you.

  But krayt dragons like their food alive.

  The monsters rush with their claws extended, roaring above the shriek of the wind.

  You must either evade the dragons or fight them.

  To evade the dragons: You must turn your dewback around and race away into the blinding storm. You do this by kicking the creature hard and shouting for it to hurry. Your charm# + your stealth# + the dewback’s speed# + the dewback’s stealth# is your confront#. Roll the 12-dice to evade the dragons.

  If your confront# is equal to or more than your roll#, add 20 MP to your MP total. The dragons quickly lose sight of you in the blinding sandstorm. You may proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. The dragons are not so easily evaded, and attack. You must fight (below).

  To fight the dragons: Add your weaponry# to your weapon’s far-range# for your confront#. Roll the 6-dice to combat the first dragon.

  If your confront# is equal to or more than your roll#, add 10 MP to your MP total. Your shot was a perfect hit. The dragon figures that even though it’s still hungry, maybe a nice Jawa will do instead of you. It leaves. Proceed to combat the second dragon, using the same confront equation. Once you have defeated the second dragon, add 7 MP to your MP total and proceed.