Showing posts with label Star Wars RPG. Show all posts
Showing posts with label Star Wars RPG. Show all posts

Friday, May 14, 2021

The Anomalies of Yem'da

Planet Yem'da

The Lonely Planet of Yem'da

Alone in the darkness of space at the edge of the Birthwell's farthest nebula is the dimly-lit planet called Yem'da.  Alarmingly close to a black hole, the world spins in the light of a tiny red dwarf among thousands of smaller planetoids.  Largely unsettled since anyone can remember, there are many good reasons that Yem'da has remained a desolate and unpopulated place.

Yem'da possesses a thick atmosphere, and is actually inhabitable - but a continuous and thick sulfurous compound continually emits from many areas on the surface.  In addition, there is little plant life on the barren surface.  The very minimal oxygen level is maintained by continuous chemical reactions in the high atmosphere, which can damage ships on entry and exit - to say nothing of the dangers in orbit.  The wildlife of Yem'da is equally distempered as the surface itself, mainly consisting of rock-like reptilians and insectoid animals - some examples of which are large and quite dangerous.

The surface of Yem'da is regularly pelted with impacts from the various bits of space debris in the small system.  Much of this debris is collected in the rings, but atmospheric flares of tiny objects entering the atmosphere can be seen in the sky almost constantly.  Despite all these dangers, Yem'da has provided a safe haven to those seeking respite from the Empire.  Yet this remote and desolate world possesses its own secrets...

Taxicor, the Solemn Moon

The rings of Yem'da are filled with micrometeors, and the system itself has moon-size planetoids swirling all around.  No less than sixteen small planetoids and moon-sized asteroids have found themselves seized by Yem'da's gravity, but one moon is large enough to be called a small planet.  This is Taxicor, called the Solemn Moon by the neo-privateers who have long used it as a safe haven and nav-point.

Located just beyond the rings of Yem'da, some of the smaller planetoids in the system actually orbit Taxicor.  The moon maintains a thin, wet atmosphere - though oxygen-breathers are advised to have supplemental survival gear.  All along the surface, liquid water falls in a light drizzle constantly.  Shallow seas appear and shift over the face of the moon, changing with the season.

For half it's rotational cycle, Taxicor is on the far side of Yem'da.  For this time, the seas of Taxicor freeze and the shadow of its parent world bathes the moon in darkness.  It is lit only by the light of the many satellites and the reflecting rings of Yem'da.  When it comes back into the light of the red dwarf, it is warmed enough that the water melts and the small creatures that call Taxicor home rise to the surface.  

Haven of the Neo-Privateers

Orbital points around Yem'da have long been used as rendezvous zones for the neo-privateer guilds.  Shipping contraband is a risky business once you enter a controlled trade zone, no matter whether the authority in that zone calls itself the Galactic Empire or the Galactic Republic.  Yem'da was one of the first (or last) spots around the Birthwell that staging of cargo could be performed with multiple associated ships.  This was most useful for dispersing imports or congregating exports, but also a neutral zone where disputes could be settled and any evidence thrown into the black hole.

As such, Yem'da had relatively more traffic than other entry points to the Birthwell.  However, now it is being threatened by Imperial cordons, and most neo-privateers believe this is because the Rebel Alliance has led the nexu to the portal, so to speak.  There are dozens of hidden caches on both Yem'da and Taxicor...caches that the neo-privateers will not countenance losing.

Rebel Interests

Yem'da is the southern entry point to the Birthwell, and the one furthest from Imperial space.  Along with the northern point at Narrow Gap, this entry point around the black holes at Yem'da represent the only practical way a fleet could navigate the space around the Birthwell. Controlling these nav-points are vital to the efforts being conducted on Teyyaun, and as such the continued operation of the Alliance to Restore the Republic in this part of the galaxy.

Battlegroup Tarquinas must maintain the security of the Yem'da nav-point.  To that end, the Alliance has designated multiple 'safe' points in the darkness around the system for the fleet to use.  The interactions between these fleets and the spacefaring neo-privateers has been mixed.  For every space-casino that floats by, a hostile flotilla of small privateer craft strafes the safe points.  These are dangerous, but considered a bit of an annoyance by those who understand the real enemy is coming to bear...

Imperial Interdictions

Pirate activity has been documented in the sector for some time, and only now are Imperial resources being diverted to address this threat.  Imperial forces are eager to prove themselves, and some command staff have the suspicion that it is rebel activity, not merely pirates.  As of now, there is little intelligence on the matter.

However...

There have recently been probe reports of ship signatures in this normally uninhabited zone.  Reluctant to commit large starships due to the celestial phenomena surrounding the Birthwell, the Imperials are slowly mapping out hyperdrive routes.  There have even been a few interesting navigational plans retrieved from captured pirate ships.  As details like this are collected, it's only a matter of time before the Imperial Security Bureau will begin to see the larger picture.

For now, Yem'da is largely avoided as much as possible.  There is an exclusion zone around the black hole, as well.  Imperial commanders are not yet willing to enter into any fleet action in the zone until enough astronomical data can be collected to justify such movements.  Until then, Yem'da is held in a loose cordon - much to the chagrin of both neo-privateers and the Rebel Alliance.

Friday, November 27, 2020

The Birthwell of Teyyaun

Iron Seer presents Planet Teyyaun

The Galactic Civil War, 3 BBY

Rebel scout companies have been hard at work finding new places to use as military installations across the galaxy.  In the Core, the work is clandestine and limited to very small scales.  The Outer Rim is where many contemporary Alliance bases are hidden, nestled amongst the obscure backwaters.  When major naval capabilities started to amass, many Alliance commanders had to move into deep space to keep those capabilities secret.

It took a great deal of time, but eventually some Alliance leaders decided that the threat of discovery by the Empire was too great to move naval assets into areas of the Core.  The Outer Rim became the only choice for such maneuvers, and even then, Imperial sweeps still had to be anticipated and avoided.  This latter problem prompted some Alliance commanders to look for places even further afield for safer mustering points.

Far on the Western Fringe of the Outer Rim, beyond all civilized systems, lies a section of space bordering the gulf of the Unknown Regions.  Known as Wild Space, this wispy slice of the galaxy is where exploration and colonization have begun - but not much is known of these reaches.  Not all systems here have been charted, and the ones that have been are few and far between.

It was in these desolate reaches that Alliance Rangers found Teyyaun.  Far from Imperial concerns and protected both by general obscurity and hidden under a massive magnetic stellar anomaly called the Birthwell, Teyyaun would be a proving ground for Alliance forces.  The only hurdle would be winning over the populace. 

Teyyaun

"Settled" in 146 BBY by pirates and smugglers, the idyllic world of Teyyaun has developed in peace for almost that long.  At some point, the pirates and their families and hangers-on truly settled in permanently - they had made enough wealth from the galaxy at large to live comfortably on Teyyaun's main continent of Raus.  It is still largely unexplored, with the inhabitants keeping to what passes for 'major' urban developments.  

Since the rise of the Empire, folk of Teyyaun have taken even more precautions about drawing attention to their world.  Many have reprised the role of their ancestors and began raiding areas all around Teyyaun, in the Unknown Reaches as well as the Outer Rim, but still keep the location of their home a closely guarded secret.  The arrival of the Alliance is grossly alarming to the general populace of this world - but there is much uninhabited area on the surface.

The people of Teyyaun are mostly human and duro, but there are many peoples represented amongst the small populace.  They are organized into service guilds, some of which specialize in secretive off-world journeys to secure various supplies and materials from the wider galaxy.  Some of the 'neo-privateers' claim their gangs are also legitimate service guilds...and some folk accept this.

While greatly troubling to them, the arrival of the Alliance has signaled to some Guildmasters that the inevitable has come.  It would only be a matter of time before the Empire arrived at Teyyaun, and their way of life would be forever disrupted.  Many advocated for joining the Alliance outright, but the sentiment was not unanimous.  Some pressured for the forcible expulsion of Alliance forces, and received a swell of popular support.

In Teboraun, many Guildmasters supported the Alliance cause.  The inhabitants there were sympathetic, and neo-privateers offered up their vessels and manpower.  This base of support amongst the populace was the foothold the Alliance needed, and began to move equipment to new bases on the planet's surface and major moon.  From the orbitals at Uyyaun and major bases on the surface of Teyyaun they would be able to create an actual fleet from the ragtag group of ships they called Battlegroup Tarquinas.

Yet, for every action there is an equal and opposite reaction.  The people of Moban City saw the Alliance forces as an invasion, and accused the guilds that supported them of collaboration in a coup that would destroy Teyyaun's independence and isolation.  It also happened that many more of the neo-privateer guilds there were the rather rough sort who lacked real legitimacy but still had real blasters.

Fighting began almost immediately between the guilds and the Alliance.  The Alliance elected to reduce the conflict by moving to a remote section of the south polar zones.  It was here they made another astonishing discovery...

The ice-going mobile settlement of Arkfast treads the rents of the ice sheets where the continents of Kelenth and Uatu are pulling away from each other.  There, in the fast-fjords and ice-floes where the continents grind one another apart, a strange resource had been discovered - khyber.  It was said the Empire would be ruthless in their pursuit of this crystal, and this revelation steeled every side's resolve.

With agents in every settlement and the orbital platforms on Uyyaun, the Alliance prepares to do what it must as Battlegroup Tarquinas begins to arrive.  With the fate of the galaxy in question, the guilds of Teyyaun that insist on sabotaging the battle against the Empire cannot be allowed to continue offensive operations targeting Rebellion assets.  The Alliance Navy will convene at Teyyaun.  To that end, the neo-privateers must be pacified...

Friday, May 31, 2019

Bad Day at Geonosis Rock

Edge of the Empire: Mayhem, Inc.
*Last Updated 5/6/2019*
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Episode IX

Betrayed by the corrupt Lt. Levdu and ordered to capture or eliminate him by the Hutt Cartel, the Cripple Crab makes a surprise flyby attack on Knossa Spaceport to distract as Modo and Rokka seek to infiltrate the Imperial installation from street level.

Meanwhile, pursued by Imperial TIE fighters, X and B3-T5Y take the ship into the desert and attempt to lay low while their allies deal with Levdu.

- GameDoc

B3-T5Y and X fly the ship into the canyons near Knossa, and find a cozy place to sit and hide as the TIEs cluelessly spin overhead.  As everything dies down, the team checks in with one another to make sure no other emergencies need to be dealt with.  B3-T5Y and X begin much-needed repairs on the ship once everything is quiet.

Modo and Rokka begin to take stock of the action.  It seems Levdu may have survived, so the two duck into a cantina to avoid stormtrooper patrols as they hatch a plan.  It doesn't take long for them to be caught in the dragnet, but one of the troopers turns out to be Rokka Reer's biggest fan.  Before long, Rokka has booked a show at the Imperial facility they just attacked.

Modo, posing as Rokka's roadie, gets into position and finally identifies Levdu.  He survived the attack intact, and this is vexing to the group.  As Rokka wows the audience with song, Modo attempts to get into a spot to assassinate the double-crossing Imperial officer.

After taking out a stormtrooper while "looking at the lights" on the upper deck, Modo avails himself of the trooper's armor and makes his way into the living quarters.  After finding Levdu's bunk, Modo hides in the closet and waits.

Rokka finishes signing autographs and meeting his adoring fans, and not long after that Levdu returns to his quarters.  The struggle is brief, as Modo was feeling particularly murderous.  After leaving the lieutenant dead in his quarters, Modo jinks the security teams and joins up with Rokka and exfiltrates toward the waiting ship.

B3-T5Y and X have everything ready and repaired, and hit the rendezvous with Modo and Rokka without even touching down.  The ship peels away from the Geonosis atmosphere by putting the planet between them and the Imperial fleet.  The ship hits hyperspace, and the crew is satisfied with their work.  They only hope Jabba will be as impressed as they are.


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Friday, April 5, 2019

Mayhem, Inc.

Edge of the Empire:  Mayhem, Inc.
*Last Updated 4/28/2019*
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Episode VI

Having informed Jabba of Teemo’s disloyalty to the Hutt Clan, the crew finds themselves in the favor of the powerful crime lord (for the time being). 

Impressed with their ingenuity and questionable scruples, Jabba offers them a job in exchange for a ship for their personal use. The task is simple: clean up any evidence of Teemo’s dealings with the Empire.


- GameDoc

The group heads back to Ryloth for some legwork on their new ship, the Crippled Crab.  Once on Ryloth, the crew gets cracking investigating all the leads.  It didn't take long for them to find who they were looking for, an Lieutenant in charge of the Imperial garrison.

After some shuffling around, the group gets a chance to talk to the Imperial officer.  After being assured that the Hutts had effectively changed management and everyone can keep making credits doing what they've been doing, [Ryloth Officer] is happy to become Jabba's asset.  Likewise, Bib Fortuna is happy to hear of the turn of events and informs the Hutt that his influence has grown.  The group continues to follow the trail of Teemo's dealings and root out his agents for Jabba.


Episode VII

Under orders from Jabba, the crew continues with their investigation into Teemo’s dealings with the Empire and have discovered he used corrupt officials to bring Imperial forces down on enemies and competitors.

Aboard their newly acquired ship, the Crippled Crab, they now head back to Geonosis to try and flush out whomever was pulling strings for Teemo there...


- GameDoc

Once on Geonosis, the group runs into a bit of an issue with the Imperials.  Unlike on Ryloth, Lt. Bragden Levdu is not so eager to hear about the Hutt's change in management.  After a tense, standoffish meeting inside the facility, Levdu meets the group outside the compound and chastises them for their boldness.

Everything seems cleared up with the Lieutenant, and all is fine until a stormtrooper unit runs the group down.  Blasters ring out in the Geonosis night, and the troopers go down.  Interrogating the last trooper reveals that Lt. Levdu is the one that sent them...and Mayhem, Inc. vows revenge.


Episode VIII

Having identified the Imperial officer, Lieutenant Breglan Levdu, that was on the take from Teemo, the crew informs him that Jabba is now in charge and wants operations to continue as they were.

But Levdu seems to have other plans. After surviving an ambush by Stormtroopers in the streets of Knossa, the crew vows revenge on the corrupt officer. 


- GameDoc

Things become risky on Geonosis for Mayhem, Inc.  So, a ridiculous plan is concocted after consulting with Bib Fortuna on Tatooine to see how Jabba wants to proceed.  The Imperial's office won't protect him, it is decided.

If the group can't interrogate him satisfactorily, he is to be captured.  If he can't be captured, he is to be killed.  Deliberations lean toward picking him up and taking him back to Tatooine, but the ship is threatened in the hangar by Imperial authorities and the group has to race to get it out of the spaceport.

A pair of TIE fighters immediately gave chase, so a hasty and daring (insane) plan is concocted.  X turned the ship back toward the spaceport, and B3T-5Y manned the guns.  After Modo masked the ships signatures, he and Rokka ran to the hold where the speeders were stationed.  There, they prepared for a quick disembarkation over the city.

The TIE fighters managed to damage the ship, but both went down before the ship got back to the spaceport.  Holding the ship steady, B3T-5Y loosed a salvo with the ship's cannons directly at the offices the spaceport where Levdu was stationed.  Hopefully, he'd be dead in that blast, as that part of the building was destroyed entirely.

As the destruction occurred, Modo and Rokka stole out of the hold into the Geonosian city.  There, they would blend in with the populace and make sure Levdu was dead, or else plot to either capture or kill him.  At that point, X and B3T-5Y have to maneuver the ship out of the city.  A pair of TIE fighters begin to chase after them, but X knows that Geonosis is covered with tiny hills and valleys that will make it fairly easy to lose the Imperials.  The objective is clear - make the Imperials realize that this is still Hutt space, whether or not star destroyers hang in the sky above.

Friday, March 22, 2019

Long Arm of the Hutt [Part 2]

Edge of the Empire: Mayhem, Inc.
*Last updated 3/22/2019*
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Episode IV

The crew have allied themselves with the Twi’lek miners to drive out offworld land developers fronting for the gangster, Teemo the Hutt.

Infiltrating the developer’s base, Modo Phloid holds their leader, Agnu Drombb at gunpoint, hoping to learn what Teemo is up to. But outside things are heating up between Drombb’s thugs and the rest of the crew...


- GameDoc

After an elaborate ruse by Phloid that sent half the thugs in the compound out into the desert, the group springs the trap and takes Droomb into custody.  The miners storm the compound, and turn Droomb over to the miners to do with as they will.

The group meet back at the mining camp and hash it out with Trex.  They are reluctant to kill him outright, and strike a deal that sees Trex reunited, alive, with his ship.  The group learns a lot about Teemo's operations from Trex afterward.

The group gets word that a bothan connection might have some work for them, and make plans to meet with the prospective client.  Ota, an operative for the mining collective, wants to make sure Teemo doesn't come back.  He's aware of a geonosian duke who backed out of a deal with Teemo and wants to know why.

Preparations are made for the group to go undercover and secure an arms deal at a gala hosted by the geonosian duke.  The real goal is to gather intel on Teemo's business deals, specifically, why the geonosian got cold feet.  Trex takes the group to Geonosis in the Krayt Fang.

At the gala, Rokka Reer wowed the crowd while Phloid and the gang caroused and got the intel. The group made contact with several interesting characters, including two Corellian smugglers in town for laughs.  It wasn't long before the duke got around to talking briefly with our group.  Turns out the geonosian sent an operative to see Teemo, and said operative was never seen again.


Episode V

While attending a party on Geonosis to secretly procure weapons for the Twi’lek resistance, the crew becomes acquainted with Duke Piddock, a Geonoshan arms supplier who reportedly had a falling out with Teemo the Hutt.

Now the crew works to discover the reason for the bad blood between Piddock and Teemo, hoping to find some leverage against the gangster that wants them dead.

- GameDoc

The group finally got a private talk with the geonosian duke, and secured a weapons shipment for the Rylothian miners.  Phloid attempted to pry more details out of the duke about his relationship with Teemo, but there wasn't much more.  Once the deal was done, the group contacted Trex with some questions about a certain cargo in the galley of the Krayt Fang.

Turns out, the geonosian met his end in Teemo's fighting pits.  The group lets the duke know what happened to his friend, and are given a sonic blaster as a reward.  Trex hits the comms, and warns of an approaching Imperial detachment he must evade.  The Imperials are almost certainly here to break up the arms deals, and declare a hyperspace lockdown.

The group finds passage with their new Corellian friends, who prove to be valuable allies.  Phloid fakes the ship's transponder signal to point to a random Imperial craft and they leave Geonosis to be anywhere else.  After some deliberation as to what the options truly were, the group decides to head back to Ryloth and complete the mission with Ota.

In order to get Teemo off their back, drastic action will have to be taken.  The group decides, of their options, going to Jabba with evidence of Teemo's treachery is the best way forward.  The group hitches a ride back to Tatooine with the full support of the miners.  Taking a 'gift' of raw spice to present to the Hutt, the group gains an audience with the mighty Jabba.

There, they explain their case and Jabba is impressed.  He decides to deal with Teemo directly, after seeing evidence and hearing the tale.  The group decides to hang around and settle into Mos Eisley.  Working for the Hutts is always profitable...and fun.



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Friday, January 25, 2019

Long Arm of the Hutt [Part 1]

Star Wars: Mayhem, Inc.
On the Outer Rim, "law" is an ad-hoc affair.
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Episode I

Our heroes, after springing Kali from the clutches of Teemo the Hutt, run for their lives down the streets of Mos Shuuta.  Chased by Gamorrean goons in the employ of the gangster, they duck into the nearest hole they can.  In a small cantina, the group stops to take stock of their situation.

The barkeep reminds them there's to be no trouble in the bar, and our heroes agree.  Phloid watches at the door for their pursuers, and the rest of the party begins to look for a way out.  The twi'leks get some sympathy from the twi'lek dancer, who persuades the barkeep to help the adventurers get out the back way, just as gamorreans and a trandoshan get hip to the hideout.

The group gets into the alleys of Mos Shuuta, and begins to prowl for a way out.  A ship is found in a nearby spaceport, and it's probably that of the trandoshan on their tail.  Turns out it needs a special part, and a favor is called in to get it from the salvage yard.

Just as a plot is hatched to get that ship loose from it's moorings, the gamorreans arrive.  The 'snouts' begin to act rather belligerent.  Phloid then asks them if they've ever seen a stun grenade.

The gamorreans had never seen a stun grenade, and apparently neither had Phloid.  The ineffective attack still distracted most of the gamorreans, but also made one really mad and he commenced the beatdown on the thief.  The that's when B3-T5Y and Kali stepped in to peel off the pig-folk.

It wasn't long before the snouts were in the sand, and the group moved to put the plan into motion.  Phloid, Rokka and B3-T5Y head to the command tower to get the ship's clamps released.  The rest of the group heads to the spaceport.

At the tower, little resistance is had.  A back door was found, and though locked provided little resistance.  Once the team was inside, there was a slightly closer call than expected when the security was tripped for a split-second.  However,  the tower crew must be used to faulty equipment, and the team extricated themselves forthwith.

At the spaceport, security was tight.  Stormtrooper patrols were thicker than normal, but the team went right to work getting to the ship, the Krayt Fang.  Even though it's owner was still inside, the team subdued the trandoshan bounty hunter quickly.  Some fast talking got the security droids confused enough to back off, but the Imperials were now very interested in the team.

The team swiftly crewed the ship and lifted off.  Immediately, TIE fighters were on the Krayt Fang.  After a few moments it became apparent that the big freighter was not going to be able to dogfight with three TIEs, so the team turned off the gamorrean opera the trandoshan had been blaring.

It becomes apparent there is a tracking beacon on the ship, as well as some nasty things the trandoshan had been up to.  As the ship pulls up out of the atmosphere, the repairs are finalized as the astrogation calculations have been set.  The ship and it's new crew jump to Ryloth.

Episode I [Continued...]

Having evaded capture by both the Hutts and Imperial forces aboard the hijacked ship of the bounty hunter, Trex, the crew discovers a twi’lek resistance leader held in the cargo hold. Running low on fuel and eager to avoid further confrontation with the Empire, they jump to hyperspace and head for the twi’lek home world of Ryloth.

Unfortunately, the ship has a tracking device attached to the hull transmitting its location to Teemo the Hutt. Whether they can deactivate it before Teemo’s hired guns trace them to Ryloth remains to be seen...
- GameDoc

The ship drops out of hyperspace near Ryloth, and the crew had been busy while in transit, plotting all sorts of skullduggery with their new ship, the Krayt Fang.  As soon as the ship was stable, B3-T5Y is tethered to a cable and moves out on to the hull of the ship to deal with the transmitter.  It was situated behind the cannon turret, and would have to be manually removed from the hull.

The group decides to take the resistance leader, B’ura B’an, to his people's hidey-hole on the surface of Ryloth.  As soon as this is decided, a ship appears on scanners approaching the Krayt Fang.  It is Thweek, a goon belonging to Teemo, who says something about how Teemo might go easy on them if they give up now.  Thweek began to ask questions about Trex, but shortly after began firing.

As the battle in space began, B3-T5Y was still on the outer hull of the ship.  She managed to yank the magnetic lock on the transponder free, but attached it to her frame in the process.  Phloid kept Thweep busy with nonsense talk for a few moments as the droid re-entered the ship.  Kali was on deck to help repair the droid and deal with the transponder, the end result of which was both B3-T5Y and Kali being on the receiving end of an electromagnetic discharge.

As the ship maneuvered to engage Thweek's ship, Phloid and Rokka dithered with the enemy ship's computers and speakers while Xander and B3-T5Y manned the guns.  It didn't take long before Thweep was damaged too much to continue and dove for the planet's surface.  The Krayt Fang did likewise, but in the other direction.

The miscreants arrive at B’ura B’an hideout, where they are greeted warmly.  They are put into a safe area of the complex and meet a few other refugees, but are suspicious of the situation and eager to be leaving.  There is much to deal with, and some transponders to slice.

Episode II

Still fleeing the wrath of Teemo the Hutt and having shot down the Hutt cartel’s spy, Thweek, in orbit around the planet Ryloth, the crew makes it way planetside hoping to refuel and lay low.

With the help of the rescued Twi’lek resistance leader, B’ura B’an, they are able to hide their stolen ship and find sanctuary among the resistance cell in the space port of Nabat...


-GameDoc

After a conversation with the Bounty Hunter Trex, Phloid managed to convince him that Teemo had 'overreached' his position and the other hutts are going to do something about it.  Trex didn't have to go down here, or with Teemo.  Striking a bargain that would the get the hunter on their side and restore Trex to his ship, the party set out to decide what to do next.

B’ura B’an requests that in exchange for repairs to the ship, he would ask a favor of the group.  He needs an escort to the ryll mines, and he thinks the party is just he folks to make sure it's a safe trip.  The group easily agrees, and board a speeder car to cross the planet's surface.

Out in the desert, the party begins to suspect something dire.  After glimpsing movement in the rocks, the group stops and hunkers down in the rocks.  To their surprise, they hear a voice call out to them.  It claims to be representatives of the local Imperial garrison and orders them to throw their weapons down and come out into the open.

Some subterfuge and lies later, and the would-be Imperials believe that the car is actually an ambulance and this is their crew.  The group uses the opportunity to lay an ambush around the bend, which is quickly sprung by their pursuers.  Thweek and two other hunters on swoops exit the cave complex, and are dealt with pretty swiftly when they don't comply with the group's demands.

The last bounty hunter ran further back into the cave complex.  Shenanigans ensued, and it turned out there was a young rancor down there in a sealed chamber.  Everyone ran back outside, and the group seized the hunter's swoops.  The last hunter was caught on the other side of the ridge and brought back as prisoner.

Episode III

On the planet Ryloth, the crew has been tasked with escorting Twi’lek resistance leader B’ura B’an safely back to his people at the ryll mines of New Meen.

After fending off multiple ambushes by bounty hunters in the employ of Teemo the Hutt, they crew beings to surmise that they share a common enemy with the Twi’lek miners...


- GameDoc

The hunter was easily convinced to join the group's efforts.

The group split up, with Rokka, Kali and the Doctor going into town while Modo, B3-T5Y and the newcomer flanked the town with the swoops.  X found a good spot to watch over the town with his rifle as we approached.  The place seemed quiet and subdued, except for a ruckus on the outskirts of town.

As Rokka's group approached, their speeder is commandeered by punks working for Drombb...the very developer the group had been sent to deal with.  It appears they were having trouble with their construction vehicle and needed a ride to the main compound.  Unwilling to make a scene here, the speeder was boarded by the thugs.

Modo's group saw this, as Rokka and company weren't proceeding according to plan and approached to cut off their advance toward the compound.  Upon seeing the thugs in the speeder, the swoops came in to block the road.  Modo and Rokka feigned a confrontation in the street to confuse everyone, and the group got the jump on and dropped the thugs.  They then waited, watching the compound, until nightfall.

X and Modo approach the compound, and after X surveyed the terrain Modo started prowling around the buildings.  He made his way inside, and after a bit of bumbling subterfuge managed to corner Drombb and disarm him.  X attempted to get the attention of the thugs outside, but not all of them.

Three of Drombb's goons make their way back around the building and stumble upon Modo and Drombb in an awkward position.  Modo sounds the alarm, and the group begins to approach the compound for an all-out assault.



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Friday, January 11, 2019

Star Wars: Edge of the Empire

GameDoc has started a Star Wars game for us here, and it looks like it's going to be a blast.  We're back around a real table, and I don't even hate the dice system. 

Star Wars: Mayhem, Inc. Campaign
Somewhere in the Outer Rim, things are about to get hotter than a worrt in the double suns.

Exposition

It is a time of great tension in the galaxy. The GALACTIC EMPIRE is embroiled in a civil war. In response to civil unrest, EMPEROR PALPATINE has disbanded the Imperial Senate and granted the regional governors, backed by military forces, control of their systems, along with leave to maintain order by any means necessary. The CORE WORLDS suffer the most. 

Meanwhile, the OUTER RIM of the galaxy remains only marginally under the control of the Empire. Local authorities, including gangsters and warlords, retain a great deal of power. Individuals may find more freedom and opportunity, but at much higher risk. On the desert planet of TATOOINE, one band of such fortune-seekers have run afoul of the HUTT CARTEL and now race to escape with their lives...
- GameDoc

Scum & Villainy

Rokka Reer and Kali Shakka are Twi'leks bound to the service of one particularly surly Hutt named Teemo.  While in Teemo's service, they meet the young doctor Xander Cruz.  Xander enlists the help of some surly, shady characters in order to hatch a plot:  free Kali and Rokka from Teemo's clutches.

Modo Phloid is a small time con-man and big time thief.  He's had enough of Teemo's blithering idiocy, and is looking for a leg up.  His partner is the 'reformed' murderbot B3-T5Y, affectionately known as 'Betsy'.  The two have a small reputation for larceny and skulduggery, but this time they needed more planning and muscle.  To that end, they have enlisted the help of their friend X, a devaronian immigrant to Tattooine who is also an accomplished survivalist and tracker.

Then came the day it was time to blow the joint and leave Teemo in the dust...

Current
  • Rokka Reer, Twi'lek Performer
  • X, Devaronian Scout
  • Kali Shakka, Twi'lek Mechanic
  • Xander Cruz, Twi'lek Doctor
  • B3-T5Y, Droid Heavy
  • Modo Phloid, Human Thief
Session Logs