Tales of the Supernova

The Begining
Derek's Past

After settling into the luxury suites offered by Burpa the Hutt the crew of the supernova seeks to re-establish its network of informants and contacts on Burpa’s Palace, a giant luxury space casino. In exchange for helping Burpa to be free of Teemo he has granted the crew of the Supernova exclusive use of the docking bays aboard the massive vessel and full partnership in the Casino. While Reed’s betrayal was unexpected and wounded the group Burpa still has his eyes set on larger prizes.

You are please to find an elaborate Cantina set up on the deck floor with a wide panoramic view of the star’s named Renka’s. All the rage among the various sorts who come to this type of establishments Renka’s is a high end Cantina featuring rare and exotic drinks and food. Renka’s warm smiling face greets you as you enter the lavish Cantina.
“Much better than that hole on Bespin, am I right?” Her smile stretches from ear to ear. She floats across the open reception area with an uncanny grace and poise that exudes confidence. In stead of her customary waitress attire she is adorned in a shimmersilk cocktail dress that makes subtle changes in colors and hues as she floats across the floor.

“You really hit the jackpot this time folks,” she says leading the crew to a secluded table at the far end of the Cantina. Out side of the window you view the rain forest covered planet of Kowak. Renka slides into the booth sitting opposite of Derek.
“Don’t think I have been too caught up in the glam and glitter of this place to do a favor for an old friend. I think I found Raiden, er rather I found the trail he left for you to find. It’s pretty cryptic, but I figured it might mean something to you. A message to head back to where it all began on Taris. What happened on Taris Derek?”


2 years ago
Cut scene. The city planet Taris Polluted and toxic. Taris was bombarded by Darth Malak during the mandolorean wars and never truly recovered. The planet consists of one mega-city, like Corusant; and like Corusant the upper portions of the city are passable for civilized society. The under-city of Taris, however, is teeming with the poor and destitute of the civilization. The poor slobs who find themselves here are either on the run or too poor and misguided to move along. The populace is plagues by Rakghoul infection. Every day is a life and death struggle.

It was people in hiding that brought you and the alpha pack team here to Taris. Raiden was top dog running the show and acting as liaison between the client and the hunt. You were second, Raiden’s prodigy trainee sure to be elevated to a pack leader yourself in short order. The quarry was simple. Rumors of a young Mirilan girl stashed deep in the under-city who could use her mystic abilities to “cure” the rakghoul plague. Your strike team infiltrated the depths of the under-city fighting off the local swoop gangers and thugs protecting their turf. The caretakers were neutralized with maximum efficiency and to your surprise you were greeted by a small mirilan child no more than 5 years in age will dull green skin and a mop of auburn hair that hadn’t seen water in weeks. She was filthy and poor, but other wise in good condition.

The hunt had been a success and now you just had to turn in the quarry and be away with you bounty. Raiden waited impatiently eager for the conclusion of the business. Your coordinates had lead you to a small military style compound on the edge of the under-city. There were Imperial Army sparsely scattered around in a pathetic show of defense. You waited the quiet mouse-like girl silent with head hung low.

As schedule Imperial commander Krill appeared at the entryway beckoning for you to join him in his command center. The command room was lavishly decorated with art and images of the Empire’s rise to glory. Though the command crew should have numbered in the twenties for a post this size, Krill and single Lieutenant on comms were the only Imperials to be seen.

“Looks like you hunters are good for something after all.” Krill sneered with contempt. “Not that the Imperial Army couldn’t have done the job had we not been already over taxed in dealing with the Rakghoul. Dammit Lt. where are our reinforcements.”

“We’ve got the girl, where are the credits,” Derek asks.

“Plans have changed” Krill replied "New orders from imperial in intelligence, execute one sight. "

Derek wastes no time in drawing his carbine and opening fire on the contemptuous Commander Krill killing him in a rain of blaster fire. Raiden unleashed a shot of his own dropping the com operator.

“Blast can’t say I blame you lad but now the whole city will be on lock-down. Look I’ll take the girl and we can commander late commander’s personal shuttle. Only room for two lad. You can’t head back to the space port they’ll be looking for you. Cut the ships and run lad. Take your team, about two miles from here is a run down trade operation. I was there just this morning. There was a beat up firespray patrol craft there. It’s you best shot to get out of here. You’ll be hounded by the imperials every step of the way so you best get moving. Some thing ain’t right here and you know it lad. Now run, I’ll find you when I can.”

Derek leads his loyal team of Gank’s on foot through the crowded upper city trying to stay ahead of the Hand who gives chase on a speeder bike. One by one his loyal crew is dropped by the hand with Derek just making it to the Firespray in time to punch the engines and narrowly escape from the Hand.


On finishing retelling his tale the group is set on returning to Taris in search of Raiden. Renka suggests they find some additional help in the casino. Derek search and comes across Evgeny. Derek tells him they have a job backed by the Hutt and implies a heafty payout convincing the Devoronian to sign on.

In preparing for the coming mission Evgeny finds a freighter pilot down on his luck in the Casino who trades his ships transponder codes as well as some falsified credentials for the Scrolls of Morrigan. With that the crew of the supernova sets course for Taris.

On arrival in the Taris system the comms are lit up by what can only be pirates of some kind. Evidently the transponder codes the group traded for bought them a free pass from the nearby Star Destroyer, however the cargo hauler had run afoul of the local scum. They are immediately set on by a trio of Z-95 headhunters. In the first time in the pilot’s chair Derek strains the systems of the Supernova diving and evading the on coming attackers. The Supernova’s cannons fire damaging the lead headhunter. As the scum tries to gain the advantage over the rookie pilot a fatal turn at the wrong moment sees the collision of two of the attackers leaving one of them a smoking cloud of space debris. With more confidence and Natalya’s expert computer skills angling the deflectors Derek takes the ship on an attack course ending his evasive actions and instead following the nearest target. The combine fire from the two gunners takes out another of the attackers leaving the final attack exposed on the ventral side of the ship where the good doctor scores a crippling hit with the twin linked cannons. The drifting path of the heavily damage attacker bring him in range of Evgeny’s gun emplacement. Showing mercy Evgeny aims to disable the attackers weapon systems scoring a series of hits that neutralizes the opposing blaster cannons, but releasing a proton torpedo that narrowly misses the Supernova and the Phantom Star Destroyer. With the threat adverted Natalya tries to slice the comms to determine the origin of the attackers base and is able to narrow down their location. Derek brings the Supernova in for a landing between two ruined out buildings and the group immediately tries to contact Raiden.

Raiden answer the hail over the Gank Comlinks and informs the group that he is holed up in a safe-house in the under-city, but is under attack by the Rakghoul. With only Natalya’s Swoop for transport the group immediate search for additional options. They find a local swoop gang inhabiting a run down Cantina and from their knowledge can tell they are local scum and not much threat to the party. The graffiti seems to indicate a loyalty to the Hutts which they use to attempt to negotiate for a swoop. The denizens of the planet are in desperate need for medical supplies and willing allow the group to borrow a swoop in exchange for stimpacks.

Derek handles the borrowed swoop while Natalya pilots her own. Unfortunately Derek takes a corner too sharp and scraps the swoop bike against a building severely damaging the bike which he manages to brink to a halt a short distance from the intended location. The crew is stunned by the mob of Rakghouls attacking the the safe-house and is immediately shocked when the first opening shots are easily shrugged off by the vicious beasts. In a coordinated assault they lure out the first pack raining salvo’s of blaster fire into the mob. Using the same tactic the easily drop the second group and make their way into the safe-house where they find a mortally injured Raiden who has been infected by the Rakghoul Plague. Nakyanna admits the situation looks bleak with little hope for any rakghoul vaccine left on the impoverish world. She asks how Raiden wants to go.

Raiden tells the group about Silica’s power in the force and her ability to heal the plague. The Hand had beaten the group here, however and now they must race to the imperial compound to save the girl and save Derek’s mentor. Evgeny makes a deal with the biker scum to cause a distraction for the crew so they can assault the base as Natalya attempts to repair the damages to the borrowed by to get it moving again. Unfortunately the bikes power cells are damaged and the only source on hand they have quick access to is the one fueling Derek’s replusor fist. Begrudgingly he agrees and the mechanic quick installs the component and the group heads to the imperial compound.

Failing to find a more discrete entrance to the compound Natalya slices the front door while the guard are distracted by the swoop gang. Her expert skills allow her to seal the door shut behind the party and she deftly reprograms the access codes for the door. The group uses more stealth than it is accustomed to to sneak to the detention center where a lone operator mans a console. Evgeny puts his twin blasters to work. Mounted with suppressors the imperial falls with barely an audible thud to the floor. Natalya jumps eagerly to the console and begins searching for Silica, the mirilan girl, only to find she is not being held in the detention area and is instead being held in the command room with the Hand himself. Using the security system to her advantage she locks two of the three roaming patrols in the facility in their sectors leaving a lone patrol free to move around the compound. The group ambushed the patrol and makes short work of them. Unfortunately the sounds of combat cause the hand to retreat to the building rooftop to prepare his Lamba shuttle for departure. The crew bursts into the command room to find a lone unarmed imperial commander who hands over Silica and wets himself as Derek intimidates him to reveal the location of the hand and grant access to the command lift that the Hand used to get to the roof.

Natalya notes the building is being swarmed by a hoard of Rakghouls cutting off all avenues of escape save for the Lambda shuttle on the roof. The group takes the lift prepared for a final showdown with the hand. On emerging from the lift the group is confronted by an arrogant hand who walks down the ramp of the shuttle flanked by two Rakghoul. He reveals his use of the darkside to control the mindless monsters and prepares to attack as the hoard of the Ghouls scrap and crawl up the sides of the building in attempt to answer the call. Evgeny launches a pair of stun grenades at the trio, but the uncanny sense of the hand prove too much and he takes only a glancing hit. Derek unleashed his more devastating attack drawing his disruptor rifle and banking on one shot to drop the foe before he has time to strike. The rakghouls are well under the influence of the dark side and the one to his right leaps in front of the shot ending his existence. Nakyanna and Natalya open fire on the hand, but again fail to score meaningful hits. The hand draws his blaster pistol and narrowly misses Evgeny with a lethal blast. The Rakghoul closes on Derek and swipes at his with his claws, but the well trained assassin dodges the blow. Evgeny attempts another toss of stun grenades only to have the Hand wave them away with a gesture. Derek rolls free from the Rakghoul and laces in another uncanny shot with his rifle. The Hand in his overconfidence underestimates the assassin and in a flash his life is ended by a critical shot. Silica steps forward motioning with the force and reverts the Rakghoul back to a human. Relieved the group takes the shuttle and returns to the hiding place of the supernova.

On healing Raiden takes Derek aside and tells him that he has unfinished business with the Alpha Pack and fears he can no longer watch over the girl. He relives Derek of his obligation to him and makes him swear to take care of Silica. Parting ways he asks for the commandeered Lambda shuttle to make his escape.

As Derek reunites with the crew Evgeny bursts in frantically that the shuttle is being stolen. Derek admits he gave it to Raiden and Evgeny sinks watching his payday leave the atmosphere. Derek comes clean with Evgeny and tells him the mission wasn’t backed by the Hutt’s and there is no payday. Evgeny, a little disappointed but curious about the young Silica relents and the crew leave Taris aboard the Supernova.


Aboard the Phantom a Robed figure stands like a dark tower looming out the panoramic view screen.

“Mam,” an uniformed office address the figure. “We have the ship we believe to be the Supernova on the main view. Your orders?”

“They’ve got the girl and the scrolls Lieutenant. Let’s see what they do with them,” She replies from under her dark hood.

“It appears the Emperor’s hand failed what now,” another officer chimes in observation from across the walkway.

“How many Hands do you have Admiral?” the robed figure replies coldly.

View
Return to Tattooine

" In the weeks that followed the ambush on Nar Shadaa you managed to gain the favor of the Black Sun Lord on the pearl. As soon as word spread about the assault by the Alpha Pack whispers began to follow indicating that certain members of the Red Pact’s standing with Teemo the Hutt was the true cause of the violent backlash. After a few weeks, news of your survival began to spread across the underworld and a new infamy for the guild began to grow. Your contact s and allies slowly but surely began making their way to the Pearl. The guild, allowing some downtime between between operations, has started to become restless on the Pearl as their natural wanderlust began to settle in. It’s a muggy night on the Pearl when the party gathers at the Drunken Bantha Cantina. Tensions are already at a high when a nearby sabaac game erupts between some human swoop gangers and a rival Zabrak gang. The Sabaac table is launched over showering the party with cheap ale as the accusations of cheating begin flying. Before the party can even sort out what is going on the Cantina breaks out in a all out brawl."

Ghost gets first initiative slot and swings at a nearby human swoop ganger unarmed. More proficient with his light saber than his fists he missed the first opponent. Derek go next and closes on another swoop ganger unleashing his repulse fist cybernetic arm. He lands a devastating blow on the gang member lifting him through the air and sending him crashing through a nearby table. With one shot the humans jaw is crushed and he is laid out of the combat. The two standing human swoop gangers take swings at Ghost and Derek who shrug off the blows. (This is meant to be a more fun “we are bad asses” fight than a challenge which I find can be more rewarding when sprinkled in).

The brawl has been very bar room-like up until this point when the 10 year old slicers announced she is going to spray the room with her heavy blaster rifle. This brings a collective laugh from the table and sees a moment where our Dark Jedi is counseling our slicer on the over use of force. Ultimately she decides to use the stun setting on her pistol and her shot goes wide. The doc goes next following suit and loosing a stun blast on the crowd. The Zabrak have been largely ignored and are minions anyway so I have them continue to attack the swoop gangers. The bar-fight has made it through the full round and the two standing swoop gangers are facing down not only the rival Zabrak, but also the player party who has seemingly chosen sides. With that they promptly apologize and collect their fallen member and head out. The Zabrak’s thank the party for choosing the right side and toss them some of the credits form the game. As the cantina begins to settle down Renka comes in frantically searching for the group. She is dressed in entertainer garb rather that her normal appearance. She rushes to the group and blurts out that now is the time to strike. Teemo the Hutt is returning to his palace on Mos Shuuta. The players have some q&a about the details and learn that Teemo is rushing back to Tatooine to meet with some unknown delegates and continue to ask about some of the other story threads I have left open. Derek slips his favorite girl Renka some credits and the group decides to return to the supernova and consult Burpa the Hutt.

Burpa is outraged at hearing about Teemo flying around the galaxy in his Yacht. He is eager for revenge and spills a ton of information and obligatory insults at the party. The party learns that the Yacht does have a weakness but is heavily armed and they would need the security codes from Teemo’s majordomo who is undoubtedly still at Teemo’s palace on Mos Shuuta. The party leaves Teemo and discusses on the journey their course of action. They can kill Teemo and supplant him with Burpa and possibly gain the favor of ta Hutt Lord, they could kill both the Hutt’s and gain favor with the Black Sun, or they can double cross both and work something out with Teemo. During the flight to Tatooine the crew gets a holo-call from Xlina. A npc adversary I have set up for the group who is the link to the black sun. She feeds them information about how shifting the power balance on Tatooine would be beneficial for the Black Sun’s and how Teemo harbors a jealous for Jabba the Hutt whom he tries in vain to copy and one up. She also alludes to the fact that the empire and the black sun have grown increasingly interested in Tatooine since some farm-boy named Skywalker blew up the death star. There is a huge bounty on any information leading to the notorious rebel. (I have made it clear to the players they will never change or alter the core movies however the news and events of the galaxy help give the player that feel of being in the SW universe and make it more than just random space opera.)

There is some debate about whether or not to land back at Mos Shuuta or land at another port. Ultimately the group decides that they killed almost all witnesses during their escape months ago and they traded the original ship for the Supernova so it’s not like they are flying the same ship back into the port so they want to land in Mos Shuuta. The lines of hyperspace slow down to a canopy of stars with the orange blow floating in the horizon that is Tatooine. The planet looks the same as they left it save for the ominous appearance of an Imperial star destroyer hovering above the planet. The star destroyer has the unmistakable appearance of the Phantom (The same ship hovering above Raxus Prime where they fought and barely escaped from the Emperor’s Hand).

The Phantom is occupied with its own purpose and traffic to and from the planet is unhindered. The player fly by and land in Mos Shuuta as planned. They prepare to leave the ship and are immediately greeted by a Storm trooper sergeant accompanied by a group of 4 Imperial Storm Troopers. The Sergeant informs the party that the port has been locked down due to dignitaries in the area and unless they have the proper clearance paperwork they must leave or wait aboard their ship for the dignitaries business to pass. Derek says “We have the papers,” then quick draws his blaster carbine and says “Here’s our clearance” and opens fire. Derek takes the first imitative slot and fires at the Sergeant, rolling crit and sure enough takes the Sergeant’s arm. (The group has crazy tendency to roll that critical injury as limbs blast off of heroes and npc’s as if all the characters were Mr. Potato Head toys)

The group in their haste failed to note the minion group of scout troopers armed with sniper blaster rifles at the entrance to the spacedock. They open fire and on a horrible roll manage to hit Darek, but with just a single success he shrugs off the strength 11 hit allowing his soak to absorb more than half the damage. Seeing the Bounty Hunter shrug off the sniper blast is too much for the scout troopers who take 2 strain damage from their roll. Ghost follows next drawing his vibroaxe and moving to engage the sergeant striking him heavily in face and dropping the disarmed sergeant in a crumpled heap. The Slicer takes aim from the ships platform and blasts the Storm Troopers dropping one. The Doctor follows suit dropping another for the original four stormtroopers. With just two troopers remaining they launch their frag grenade at the party who has stayed clustered up at the ramp of their ship. Surely a mistake their will regret, of course the storm trooper throws the grenade with all the accuracy one would expect from a storm trooper and fails to get sufficient advantage to use the blast effect. This is narrated as Reed the npc pilot. This is narrated as Reed throwing himself on the grenade shielding the group from the blast. (The grenade did 13 wounds less his 3 soak for 10 wounds dropping him from 12 to 2 wounds). Reed drops another storm trooper with his heavy blaster.

Derek get next round and shoots last remaining Standing storm trooper. The scouts have slow firing 1 so the take cover at the entrance and are unable to launch a second volley. Ghost spends two maneuvers moving and suffering strain accordingly to reach the scout troopers and drops another with his vibroaxe. The Slicer decides that Ghost is force sensitive enough to dodge her fire and shoots at the melee between he and the scouts rolling enough disadvantages to have the shot graze Ghost who takes the hit like a champ. There is plenty of laughing about what “force powers” the Jedi actually has and how Hokey religion is no match for a good blaster. The doctor shoots Reed with a stimpack preventing the frag grenade from having any lasting effects which brings a hearty laugh at the table as well. No one else tempts fate to shoot into the melee as Ghost would not survive a hit from Derek’s tricked out blaster carbine and thus the scout trooper drops the sniper rifle and fires with his scout blaster doing another glancing blow doing no damage but adding setback to Ghosts next swing. Ghost then cuts down the final scout trooper.

The group then begins on a serious debate about the bodies. The debate goes back and forth of whether to strip all the weapons and stow them on the ship for resale later. The pro stealing the weapons side of the party says they can easily offload them back on the pearl. The Against side of the party reminds them that they still need to assassinate the Hutt and get away and there is a good chance they may be boarded leaving Tatooine and it would be awfully tough to explain a crate full of bloody weapons to an imperial inspector. The best line of the night comes out and I can’t remember who said it first but the statement quickly became the rallying cry for the night “Murder first then pillage”. With that the group stashes the bodies behind some shipping crates and head to the Broken Dewback Cantina to get some information and hopefully find a way to infiltrate the Hutt’s Palace.

On entering the cantina the group makes eye contact with the bartender who was literally the only surviving NPC from their first adventure on Mos Shuuta. He immediately puts his hands up and begs them not to cause any trouble which brings about a good laugh. The Cantina is full of Gamoreans who work for Teemo who immediately become edgy. Derek asks to speak to the gamorean in charge and begins negotiating with the gamoreans. He makes a deal to trade the Heart of Gamor (they have had this treasure sitting in the ship since the Pybus adventure) to the pack leader in exchange for the gamoreans attacking the Palace personnel when signaled. The party learn from the Gamoreans that Teemo is having a giant banquet that night to meet with some imperial woman dignitary named Zytle. The crew decides the plan will be for they to fly their cargo ship direct to the Palace’s space dock and play off that they are delivering the tree frog delicacy for Teemo’s big night. At the proper time they will signal the guards to break out the fight and in the chaos kill or capture Teemo. There is some debate about what to do with the ship in between and whether the npc pilot should go with the group or not. I convince the group that the extra blasters might be needed and the party moves ahead with the plan.

On returning to the ship the crew decides it would be best to rig a shipping container with the left over frag grenades on the stormtroopers. They make a test and rig a detonator for their makeshift bomb. As they prep the shipping bomb they decide to put the imperial corpses in the crate as well figuring the blast will strew about imperial corpses which can then be blamed after Teemo’s death for the assassination. The party flys the cargo ship to Teemo’s palace (which looks like Jabba’s but smaller) On arriving they find the ambitious gamoreans have jumped the gun and the whole palace is in chaos as Gamoreans duke it out with weequay guards. They load their bomb crate onto a hover track and proceed to speak to the protocol droid at the shipping dock who is acting like it’s just another day at the Palace and directs them to deliver the goods to the kitchen. The group makes a coordination test to navigate the hover track through the halls in the midst of an all out brawl. They successfully navigate the building but the stress of the jeering and dodging with the bomb inflicts some strain damage. On arriving in the kitchen the party encounter staff busily going about their business. The head chef whom is a dug wearing an elaborate chefs hat and wielding a cleaver yells at the party “what is that” pointing to the crate. The party tells him it is the tree frog delicacy brought in specially for Teemo. They brace for another combat but the dug instead angrily shouts some profanity and flips over a tray of pies and cakes he had been working on and storms out of the kitchen bringing a good laugh from the party. The party is set now to deliver the bomb and peers through the window in the door from the kitchen to the banquet hall. They see Teemo with his major domo, a boba fett look alike and a party of guests dining at the hall. They decide they want a serving girl to wheel the crate out. The slicer feels uncomfortable though sending a twil’lek slave to her certain death. The back and forth takes a few minutes so I rush things along by sayings it’s almost Dessert time. With a quick suggestion they decide the npc pilot will roll out the bomb and then they will burst into the hall. They hand him the detonator and he wheels the bomb over to Teemo. They see him stopped by the majordomo and some discussing being relayed back to Teemo from the domo in huttese. Reed pushs the crate near Teemo and begins to walk away. As he is halfway back to the door the party bursts through seeing Reed raise the detonator in front of him. Reed holds out the detonator then drops it to the floor. The Hutt bellows that Reed’s debt has been repaid and a curtain lifts behind the hutt revealing Zytle and the Emperor’s hand. Reed had sold out the group.

It was a great betrayal moment and the group never saw it coming. I liked the Reed character and enjoyed having an NPC to play with which made the act even more shocking for the group. Zytle immediately reveals her power when with out stretched hand she force lightning Reed to a crisp killing him before the parties eyes. Initiative is rolled and the Inquisitor who I have built up to be a very tough opponent moves forward to join the Hutt and draws her Light saber. Ghost takes first action and closes to the Inquisitor with a this is suicide kamikaze attack. He swing as the Inquisitor with his Light Saber and rolls his dice. At this point I am pretty confident the players can’t win this fight. I believe they’ll kill Teemo and retreat leaving the Hand and a new Nemesis in Zytle behind. Ghost rolls a triumph and enough advantages to crit again despite adversary two and a defensive stance black die. He deals a whopping 1 wounds to the inquisitor, but trigger the crit which with his vicious and the additional crit rolls a plus 40. Sure enough MAIMED! and with one swipe of a saber my powerful inquisitor’s saber arm is cleaved from her body. The Hand goes next blasting the slicer with a disruptor pistol also rolling a triumph. The roll is again +40 and my daughter is very nervous about suffering her first real injury. I make the crit roll and roll in the single digits, plus 40 she is merely knocked down. The shot glancing her armor in the gut causing her to drop prone. The strength of the hit leaves her heavily wounded. She returns fire but aims at the crate of explosives lacing it with heavy blast fire and using a destiny to have the bomb go off. The majordomo who hid behind the crate is blown to pieces. Ghost is caught in the blast and is dropped rolling the crit result where he goes last next turn (useless as he is now at zero health). The journeyman bounty hunter takes a vicious part of the blast knocking him to just one wound. The Inquisitor takes a fair shot dropping her health significantly and the Hutt lord with 10 soak barely flinches taking 4 wounds from a printed 30 on his adversary card.

Derek’s turn to shoot and while I am shuffling my papers Ghost sees the single wound on the bounty hunter and urges Derek to shoot the inquisitor. Derek complies landing another Triumph with an additional crit plus the first crit from ghost plus two ranks of vicious blows and with that roll the mighty inquisitor is dead. Unfortunately the bounty hunter acts next with his sole wounds shoots the doctor with a disruptor rifle. The doctor takes major damage and gets the crit result that lowers her presence permanently by one. (That will teach them to look at the health sheet!) It’s now the Hutt’s turn and he fires with his blast. He misses and runs out of ammo and generally is a useless slug in combat. The Doc gets her turn and desperation is sinking in. Ghost is down., Reed is dead, Natalya is on the ground prone with like 1 or 2 wounds, Nakyanna is horribly disfigured and near death while the group still has the bounty hunter, the Hand, and the Hutt to contend with. Making the choice that this looks like the end of the road she parts with her ever precious Thermal Detonator. Ghost gives her blessing stating he took out the inquisitor and could roll a new character satisfied with his end. With a roll of the dice she launches the sole detonator at the Hutt (no adversary upgrades) flipping a destiny point to enhance her attack calling it the lasd stand of the Supernova’s crew. The dice roll and she scores a success with NO advantage. No blast activation. So i say the detonator rolls under the Hutt and his sheer mass and hover sled absorb the blast. This drops him from his 26 health to 2. The round starts anew and with Ghost and the Inquisitor out of the fight the Hand seeks cover and blasts at the group but misses. Derek shoots at the bounty hunter landing two triumph and way more damage than is needed. The hutt is unarmed and fleeing, the inquisitor and the bounty hunter dead, I allow Derek to use the triumph to have the Hand take advantage of the situation and run.

Now while the combat was less than two full round and much shorter than I expected turn wise the action and the conversation had this combat lasting well longer than it seemed and was one of the most epic fights we have had. The doctor quickly revives Ghost while Derek retrieves the disruptor rifle and the fallen inquisitors light saber. Teemo, unable to outrun the group and baffled at why his guards have not appeared to save him begs for mercy. Ghost then decapitates him with his light saber. The party assuming the hand will return with a garrison of troops makes a mad dash to the ship and makes a fast getaway. The slicer asks Derek about making good on the deal with the gamoreans and trading the Heart of Gamor to the leader to which Derek replies “Where is he, I don’t see him here. We don’t even know if he survived.” With that the group boards the ship and takes off banking to the far side of the planet and having Reed’s droid program the nav computer. Only as the stars become a blur of streaks does the group realize that R5 was Reed’s droid and they have no idea what he programmed him to do.

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Black Sun Rise

After completing Bargos the Hutt’s investigation mission into the mining colony the reputation of the Red Pact has taken a slight bump up in notoriety. Add The Red Pact to the group sheet with an Obligation of 5 : Notoriety.

On reuniting Ryn with Renka, your contact at the Hungary Mynock has gone dark for short term. No doubt resettling into a different life now that she has been reunited with her sister. Some thing tells you it won’t be the last you see of the spunky infochant. The week’s that have followed the bargain with Bargos have seen an increase in activity for the Red Pact as the word of recent acquisition by a notorious criminal assassin and the expansion into more nefarious dealings has sparked n influx of clientele.

The acid rain washes over the horizon as the latest storm moves through the corellian sector. The dark clouds cast a fitting shadow over the world of Nar Shadaa. Illuminated by a hazy neon glow of lights and the callings of the underworld it is a typical day on the smugglers moon. The events of the past weeks have been good for the Red Pact and business has finally begun to pick up. Each active player can make a skulduggery check to represent the nefarious dealings in the down time between sessions. Each success is worth 200 credits and each advantage is worth 100 credits. On returning to the Red Pact main planning room the party is greeted by a Zeltron, Alerya Nol-Nar, who bears both a greeting and a large gift wrapped box. She is dressed in obvious slave attire. A typical Zeltron her form is svelte and her skin is a red hue with long strands of bluish purple hair falling wildly around her face and drifting down her shoulders and back.

The party is then forced to make a fear test, they immediately ask why and I simply answer “you don’t know it just overcomes you.” In truth the Zeltron has a psychic emotional projection ability and she is scared stiff.

The Zeltron speaks as the party approaches: ’Hello and welcome home. On behalf of the great Hutt Cartels of Nal Hutta I have been sent to welcome your upstart organization to the fold and present a gift from the Great Triloc The Hutt of the Desilijic clan. The great Triloc the Hutt was disturbed to hear that Graayl Nor had started venturing into unsanctioned activities here in his territory. The Great Triloc the Hutt assumes this was merely an oversight. As such I have been sent as a welcoming to ensure you understand your position. Here…" she says handing the gift wrapped box over.

On opening the box the players find the cold dead eyes of Graayl’s decapitated head. It’s all they have time to take in though as the building is viciously rocked by a rocket blast.

Derek’s Gank Comm Implant flares to life for the first time since he bought it during character creation. “Derek lad are you still alive in there?” The familiar voice of Raiden Karsov, Derek’s mentor echos over his gank implant. "Listen to me boy, the Hutts have employed a Gank Hunter pack to eliminate your little band in there. Bad news it’s the outfit known as “Alpha One” all trained killers. You must escape from Nar Shadaa. I can’t risk communicating again until your in a place I can reach you. You must Survive. I need your help."

With that the signal cuts out and the assault is on in full. The building is constantly being rocked by rocket fire and as such the players must roll a red die every turn. On a critical fail they get hit by the blast of a rocket detonating. The party tries to look out at their surroundings only to find a mob of ruffians storming the building. Recognizing that the mob is not made of of Gank hunters the party concludes they must be Hutt goons. The party grabs the slave girl and makes for the landing pad and the Supernova. they proceed down one floor to be ambushed by waves of goons wielding clubs and truncheons. The ensuing fight is pure chaos as the party unloads on the weak minions cutting them down like wheat. Despite their brutal first round the minion horde keeps flowing in through the stair wells. Derek calls for a retreat to the lifts and hurls a grenade into the mob. With the party escaping to the outer hallway leading to the lifts. Derek closes the door and blasts out the control panel commenting that the goons armed with just clubs could no way bust through the door. The slicer is calling up the lift and the doors slide open to reveal a pack of three Gank hunters ready to attack. Combat begins anew as the party struggles to take on the new adversaries. Derek head shots one of the Ganks dispatching him with a hail of carbine fire. The slicer falls back clearly outgunned suffering multiple hits from the ganks. Ghost whips out his saber and attacks head on engaging in close combat with the hunters but blocking the doctor and mercenary from shooting into the lift.

Ghost is forced back from close combat realizing he isn’t quite a sith yet as he fails to absorb the array of blast bolts. Injured but still standing his retreat gives the doctor and mercenary the chance to open fire and finish off the wounded Ganks. The party takes the lift down to the landing pad. (I had originally intended for the party to be forced back and have to repel down the outside of the building to the landing pad. The rolls and quick thinking of the players changed my course).

On the landing pad the players cleaned up some more goons and boarded the Supernova. With rockets incoming they take off suffering only a minor hit. The Alpha One pack had predicted the escape however and the supernova was quickly greeted by three normal dune lizards and one souped up dunelizard which was flown by a nemesis level pilot. This fight was much harder than what the group had encountered before in space. They were in the city still and the pilot had to deal with buildings and traffic in flight. The gunners took out the minion dunelizard easily but the Supernova was rocked by a missile from the ace which really damaged the ship. They succeeded in making it to the upper atmosphere and once clear of the planet just barely escaped into hyperspace. With the supernova heavily damaged and the base destroyed the group was at a loss on where to go. Renka had gone dark. With the guild all but destroyed and me offering no suggestions the party reviewed their sheets. They still had the Heart of Gamor and the scrolls from Pybus so they were not broke. The Sith took interest in the scrolls and asked what they were. I allowed a knowledge check for the sith to determine that the scrolls were of Sith origin, but they are written in sithscript which he does not know and will require a cipher to translate. Having another dead end the group reviewed it’s contacts and decided to check up on Jacek whom the had left behind on the Pearl which they believe is far enough from Hutt space to offer a break from the attack.

Arriving on the Pearl the group tracks down Jacek who as usual does his best work from behind a tankard of ale. The group asks him if he ever came across any collector of Sith relics to which he comes up empty handed. At this point the group is introduced to a npc I control like a character. Xlina, a Falleen who just happens to know of a collector of Jedi and Sith Artifacts. Xlina takes the party to meet a Black Sun Vigo who has an extensive collection of old artifacts. They recognize that it would not be wise to have both the black sun and the Hutts after them and so they play nice asking about a possible cipher. The Vigo admits that he has such and item and has kept it for some time. He introduces a fierce looking warrior who he introduces as a Morgukai warrior. He explains that the addition of the legendary Morgukai warriors to his forces would be amazing indeed, but his problem is with the elimination of the Jedi how does one know if such a warrior truly is a Morgukai Adept or merely a pretender? So the Vigo began hoarding items he could find knowing if there were any stray Jedi or Sith they would come looking for something. He brashly asserts that a member of the party must be a Jedi or a Sith as no one else would risk such danger as seeking to bargain with a Black Sun Vigo. With that he explains that he will gladly hand over the cipher if the party member who is a force user agrees to fight the Morgukai in single combat so that he may know the truth of the Nikto’s claims.

Ghost eagerly accepts and begins what turns out to be a very close and stunning combat exchange between the adept and the Ataru Striker. Both the player and the npc land a series of minor critical hits. The fight build up with the player really adding in flourish with each attack and the other players cheering him on, until the attack which shorts his lightsaber thanks to the cortosis nature of the Morgukai staff. On the next attack the Morgukai delivers a vicious blow again criting the Ghost player and this time he loses a leg. The Vigo ends the combat. Impressed with the martial display and pleased to learn his new Nikto allies are indeed practitioners of the Morgukai sect. The players take the Cipher and retreat to the nearest medical facility to work on replacing Ghost’s lost leg. The Sith in Ghost makes him pledge to hunt down the Nikto and kill him in the future. Many out of context jokes are told about Ghost only needing to lose one more leg and bet set on fire to go full on Vader. Ghost swears to never visit a lava planet. The cipher unlocks the secrets of the scroll which now can be used as a holocron from force and destiny.

The crew of the supernova is left in a struggle between rival Hutt families, the rise of the Black Sun in the outer Rim, the Empire’s hand still tracking them, and now Derek’s mentor and the Alpha One pack story arc to work on. The players were very pleased with the night and loved the epic square of duel with the Sith. There are multiple arcs for them to pursue and this catches up all the summer sessions we have played on my campaign.

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Renka's Ryn

By a break of fortune the two new players couldn’t make a mid week play session on my vacation leaving me with just the original crew of the Supernova to take care of some of the loose ends. For this play session I explain that Grexi due to his serious injuries succumbed to the virus despite the doctors efforts. On returning to Bespin the doctor was able to use the proper facilities to create a cure for the virus and all the players were able to remove the injury from their sheets. I felt it would have been unfair to have the crew carrying the virus while new player came in without it. The Doctor was able to trade the cure in exchange for paying off her blackmail obligation to Teemo. Burpa having outlived his usefulness pleaded with the crew to keep working with him. If his existence became known too soon Teemo would just have him disappear again after all. The crew of the Supernova still owed serious obligation to Teemo and had to decide whether to turn over Burpa to Teemo for more obligation relief or follow along with Burpa’s plan to restore him to power and have the Hutt owing them obligation. Greed won out in the end and the players decided it was far better to have Burpa owe them obligation than it was to pay down obligation with Teemo. Burpa told the crew he would work through some old associates to begin formulating a plan to restore his power base and with that the crew was left to their own devices again. Without fail the crew finds themselves back in the Hungary Mynock Cantina greeted warmly by Renka.

Instead of her usual promise of information Renka opens with the following:

“I know this isn’t the run of the mill kind of work for you guys, but I need a favor if you want any further information from me. "

“Former Senator Roan Fel, served in both the republic senate as well as the Separatists then again under the Empire. He is a man of untold wealth and power on Baudo prime. It has come to my attention that Fel has certain assets which could be very valuable to the right buyer. Since the Emperor disbanded the senate Roan Fel has stayed inside his heavily fortified mansion on Baudo Prime and rumors say he has a fortune locked away in there with him. All I am concerned about is one child, the asset. A child who answers to Rin. She is very valuable to an interested party. I need your team to infiltrate the Senator’s mansion, retrieve the asset, and return her unharmed. Anything else of value you manage to grab would be yours for the keeping. Unfortunately I do not have a photo or any further information on the asset. You can probably find out more by asking around on Baudo Prime’s capital city Raxus.” She slides over a data pad with a set of coordinates for cloud city where they are instructed to return with the asset.

Baudo Prime (my own creation) lies within the outer rim and due to smuggling and black market interference by the Black Sun all docking pads are locked down by security officers. Custom officials inspect all incoming and outgoing traffic and the docks are laden with security personnel. The outer ring of the planet is encircled with swarms of Z-95 headhunter patrol ship which guide incoming and leaving ships to and from their docking site. In addition, the rare minerals used in turbo-laser production have made the system a target for the rebellion. Planet side covert operations and bombings have made travel from city to city difficult and the menacing presence of the Imperial Star Destroyer “Phantom” orbiting the planet signals that this will be no easy job.

On landing at the Raxus spaceport the players are immediately accosted for $1000 credit docking fee as well as a customs bond of 5000 credits which is returnable on their departure on good terms. The ship will be subject to an inspection from an Imperial customs team who will be unable to find the hidden weapons cache. The official immediately asks their purpose for visiting Baudo Prime which the party immediately lies and says they are here to pick up a relative. On entering the spaceport of Raxus the players fan out trying to find information on Roan Fel. A series of tests provides them with the following information:

Many believe Roan Fel deals with slavers and make a generous living in human trafficking

Roan Fel’s Mansion is about 3000 kilometers away from Raxus and the only form of travel currently allowed in that area due to bombings is the monorail line which allows the imperials to monitor traffic in and out.

There is a weapons ban on the monorails so the players will not be able to bring their heavy firepower

A former employee of Roan Fel says he keeps a rather large safe filled to the brim with credits. A safe big enough to walk into. All Roan’s personnel are barred entry to the safe and only Roan himself has the combination.

The compound is heavily fortified with a durasteel wall complete with motion sensors and guards. At each corner of the facility there is a watch tower with armed snipers.

Roan never leaves his sanctuary and as such all food and supplies the mansion uses are brought in regularly from the market.

The party decides to return to the former employee of Roan Fel and convince him to assist them in entering the compound. With the promise of credits the former employee suggests they come in through the local delivery of goods and refers them to a local merchant who trucks in supplies daily. The crew finds the shop where the deliveries come from and subdue the delivery driver. With a truck full of supplies the group elects Natalya, the slicer, as the driver of the truck as the rest of the party climbs into the back. They make their way, lightly armed, to the gate where the slicer tries to convince the guard that she is new and it’s her first day and as such she has forgot her company id. She pleads with the guards to let her in, but the guards don’t buy her story. She turns the truck around and begins to pull away when Derek opens the rear door and blasts the nearest guard. With a yell for Natalya to slam the truck in reverse she pilots the truck backwards through the gate as it is pummeled by sniper fire from the towers. Not taking the time to find an entrance they back the truck through the front door to the mansion sending security alarms blaring and inciting general chaos. Immediately they are set upon by a security team with a firefight taking place from the rear of the delivery truck to the main foyer of the mansion. Within a couple round the security team is dispatch and the party begins the search of the mansion.n Room by room they start sweeping. Taking out patrolling security teams and passing by numerous servants. They find their way to the security station where they quickly dispatch a security captain and his team. The slicer hacks the security terminal controls and turns on barriers and defenses on Roan’s own men. In search the system she find a personnel list. No person on the list is named Ryn. Further searching the system they find a cargo container in the loading dock whose contents list a series of eight names on of which is Ryn. Derek asks the slicer to find Roan Fel on the compound and the safe. After a quick check she determines he is holed up on the third floor with a team of security droids.

The party fights their way to the third floor where the encounter an old and cowardly Roan Fel. The security droids are a challenge for the players but are dispatched with ease. Ready for the big payday Derek pushes the former senator to the safe and forces him to open it. The rumors prove to be true as the safe is filled to the brim with credits from wall to wall. However, the entire fortune is Separatist currency and completely worthless. Derek turns his blaster on Roan who breaks down and admits it’s all a sham. His fortune is one great ponzi scheme which relies on advance payments and accounting trickery with loans to keep everything afloat. The slicer hacks his personal terminal and confirms that according to his accounts he is millions of credits in debt. He manages to scrap by on turnover float between loan payments and as rumors thought human trafficking. The party begins discussing among themselves whether Renka is having them engage in human trafficking or covertly rescuing some one. The discussion on the moral connotation of their choices from this point on is hilarious and I honestly have to fight back from busting a gut at the table. Ultimately they move on to fight their way to the basement. As the security teams begin to be more of a nuisance Derek comes up with the plan to hack the compounds intercom and announce the truth to all of Roan’s employees. With a successful check the slicer gains control of the intercoms and Derek relays how Roan’s safe is now open for all and how there is nothing, but worthless separatist currency. The players reason that the security teams would all be hired goons and with the truth now exposed would be less willing to engage in a firefight with the deadly intruders. I love the though and the concept so I agree and allow the player to move to the loading docks unhindered. The find the shipping container and break it open. Derek asks which of the children is Ryn, but none of them answer. Running short on time the party realizes they must take all of the children with them and usher the kids out of the shipping container and back to the beat up truck. Loading them in the back the slicer takes the controls once more and begins to flee the property.

The commotion has not gone unnoticed as imperial patrol begin arriving on the scene weary of the recent rebel activity on the planet. With gunfire escaping the back of the truck once more a patrol speeder is dispatched with ease as the party sighs happy to make a clean getaway. It is at that point that an ominous thump lands on the roof of the truck and the Slicer driving yells sounds like we have company. The Emperor’s hand sent to stop the rebellion in the area has mistaken the rescue for a rebel strike team. The players are completely unaware of the dangerous foe they now face. Derek grabs hold of the swinging tail door and swings out to get a shot at the enemy. His first shot misses it’s target. The doctor inside is trying to keep the children calm while unloading into the roof hoping to score some damage on the adversary. On the Hand’s turn he uses the force to cloud Derek’s mind and convince him that the back of the truck is on fire. Derek is forced to spend his next turn patting out illusion flames in an attempt to save the children. The slicer tries ramming the side of the truck into buildings to shake the attacker off the roof. At the display of force powers the group is immediately shaken realizing they are now fighting an opponent beyond their abilities. The Hand opens fire with his disruptor pistol opening a hole in the roof.

Derek recovers from the illusion and fires back at the hand scoring a critical hit and wounding the left arm of the attacker making it completely useless. The Hand dives for cover on top of the speeding truck but fails in a big way dropping his disruptor on tumbling over the side of the truck. Grasping to the edge of the roof with his remaining free hand he barely maintains his perch on the truck. That is when the slicer again tries to smear him off the truck forcing the hand to let go of the truck and fall crashing into a stack of garbage right before the truck scrapes against a nearby building. The truck battered and blasted apart speeds into the night leaving the hand behind. The player agree they were lucky at best and they have left behind a vicious adversary. They ditch the truck and take the monorail with the children back to the spaceport. The customs inspector gives them a hard time, but there is nothing illegal that he can tell. The players offer a decent bribe to be hurried on their way knowing the Hand can’t be far behind them. They leave the planet with no further issue slipping silently into the night. As they navigate hyperspace a young Twil’lek identifies herself as Ryn and apologizes for not saying so sooner. She just couldn’t bear for the party to leave her friends behind.

The players are confronted with a choice. They can sell the other seven children to another slaver for $5,000 each or they can try to find someone who will take care of them. Deciding their souls are not that black the turn the children over to the authorities on Cloud City so they can be reunited with their families. They then proceed to take ryn to the coordinates they were given. I read the following to close the story:

The coordinates lead you to a hovel in the poor under section of cloud City. Here on the underneath the homes have no luster and everything is covered in the dingy smoke of the tiabanna mining process. The place is mostly inhabited by ugnaughts and there is little security, fortunately there is also little of value. You follow the coordinates to a small apartment complex that is a mish-mash of run down dilapidated apartments. Arriving at the designated location you find yourself knocking on the door of 2B.

Renka answers the door an Ryn lets loose a joyous “Renka!” and runs into her arms where they collapse on the floor in a tearful embrace. Renka thanks you and leads you into a small scarcely furnished dwelling. She explains that she was once a political activist who was drummed out of service based on her alien heritage. Her life fell apart and she had no future. She turned to stims and drug abuse that lead her to losing her sister and only living family to the Hutts slave trade and how she has cleaned up her act. She used her old political skills to turn a profit as an infochant at the Mynock. All of her money was spent tracking down the location of Ryn.

Renka is eternally grateful to the party and and I instruct them to upgrade her status from contact to ally on their character sheet. Derek is rewarded with a warm hug and the party closes the night. It was fun to have the original crew alone again and I wanted to tie up the Renka story arc with the main group as the new players have no attachment to her at all and would not have enjoyed the arc as much. All in all it was a great session and a critical building block in my story to come.

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Cerberus

On returning to their favorite Cantina to enjoy their spoils the crew of the Supernova is greeted by Renka, their infochant contact who doubles as a waitress at the hungry Mynock. She greets the crew warmly commenting on how she was afraid her best customers had found some trouble because they had been gone so long. Derek, who has been playing a potential relationship with Renka, slips her a hefty tip. As the group begins to unwind Renka informs them of a potential job they might be interested in. The players agree they are always looking for more credits and asks for more details. Renka motions to a Mon Cal who nervously approaches the table. He introduces himself as “Wrex”. He is a small time weapons trafficker in the outer rim. He had the right contacts in the Empire, a commander of Whisper base who was financing his retirement by ensuring Wrex knew just which ships to target. He had a sweet deal running with a group of pirates called the Red Blade who would raid the Imperial supply ships feeding Wrex a continuing supply of low grade military arms which he could then off load in the outer rim. Business was good with more and more rebel cells buying hi wares. Then whisper base went dark. It didn’t take long for the pirates greed to lead them into attacking random imperial ships. It was then after a month of raiding the hyper lanes that the Red Blade hit the mother load. An Imperial Science vessel carrying a doomsday weapon was seized by the pirates. They wanted Wrex to off load the weapon to the Hutts or the Black Sun. Wrex knew better than to get involved with such a deal though. That type of acquisition would surely pull down heat from Imperial Intelligence. Blasters here and there and no body bothers looking, but surely it would be only a matter of time before some imperial kill team tracked the weapon back to Wrex. He now figures the best thing for him to do is wipe any trail that might lead back to Wrex. He wants the group to infiltrate the Red Blade’s base of operations, hack their systems, remove any trace of Wrex from the records, and assassinate the leader of the pirates who could easily hand over all of Wrex’s information should he be interrogated. Wrex’s is concerned that the crew might not be enough to get the job done and as such has hired another marksman, Grexi the rodian, to ensure the Red Blade gets taken out.

The players accept the mission on the deal that they can keep what ever they find in the pirates lair in addition Wrex will add the custom Assassin Cache to the Supernova using his knowledge of gun smuggling. Wrex gives the player the coordinates to an old asteroid mining facility named Hades II where they will be able to find the Red Blade pirates. He cautions them that imperial intelligence may not be far behind.

The crew of the Supernova heads out in their ship and Grexi heads out in his own YT-1300. They pass their astrogation check and drop out of hyperspace in a spot that gives them the advantage. Hades II sits at the edge of an Asteroid field the blue shielding done of its artificial atmosphere shines like a beacon in the dark of space. On the near side of the asteroid a wave of 4 dunelizard fighters and two Z95 headhunters work the perimeter. On the far side of the asteroid a Corellian corvette hovers dangerously over the base. The two ships punch the accelerator and come out firing getting a surprise round on the patrol craft due to their successful roll. The opening Volley destroys a Z95 and leaves a Dunelizard with critical damage to it’s engines knocking them out of the fight. The other fighters swarm the two ships scoring some light hits. The corvette does nothing. The Supernova, being better armed of the two ships with boosted shields and armor plating easily drops another Dunelizard on it’s turn while the new YT-1300 continues to make a B-line for the asteroid. With some minor damage the Supernova wipes out the remaining fighters over the next two rounds clearing the way to the asteroid. The group is curious as the corvette still makes no actions what so ever. Deciding not to press their luck the two ships attempt to make a forced landing on the asteroid. Flying in around a series of turrets which do not fire they become suspicious. They land on the docking pad without incident and disembark from their ships.

As they approach the end of the ramp they see bodies lying motionlessly on the ground. The doctor moves to examine the bodies and rolls them over to find two aliens dead. Their mouths and throats dissolved away as if they had drunk a glass of acid. At this point I explain to the doctor that this portion of the story ties directly to her obligation of Blackmail which she had previously neglected to expand on. Prior to her life on the run in outer rim she was a doctor working in a facility doing classified research on a bioweapon called Cerberus. Her lab partner was some one special to her and I asked her to describe who he was. (She was struggling with a backstory and agreed to allow me free reign to do what I wanted prior to the evening) She quickly decided that it was her husband another Bothan. I continued with the memory describing how the virus attacked the organisms respiratory tract and was fatal withing 7 days of exposure. Then I asked her who they were developing the virus for? She decided again that it wouldn’t fit the rebels so it was for her people. The bothans. I filled in the gaps explaining that the Bothan internal security was looking for a nuclear deterrent to the Empire and had engaged some of it’s best scientists and doctors to create a bio super weapon that would target the Human genome which would devastate the empire should Bothawui ever suffer the same fate as Alderaan. Their research facility, however, was compromised by Imperial spies and was seized by the Empire. She was smuggled off world by Teemo the Hutt who then blackmailed the doctor to keep her secret safe. While the doctor recognizes the effects of the bioweapon the version she was responsible for targeted Humans and she has no idea how two aliens could have contracted the virus.

Troubled she debates whether to share this new information with her crewmates who all are expectantly waiting for her to say yes. She hesitates and says no for the time being as she isn’t 100% sure it is her Virus. The team progresses through the facility working it’s way to a communications relay where they find some pirate still alive. The pirates open fire on the group and a shoot out begins. The crew is caught in the open and quickly realizes how deadly combat can be as the first shots come in scoring critical injuries on two of the crew members. Natalya books it for the door to the comm relay station but finds it locked. She begins work on bypassing the security system. To make it more interesting the pirate manning the comm station is also a slicer and her checks become opposed checks as they continually reroute the systems denying her easy access to the controls.

Derek opens up lobbing a grenade into the group of pirates killing some and scattering them from their fortified positions overlooking the comm relay. Grexi, as I had predicted, felt like a backup shooter not quite as effective as the bounty hunter and doing not quite the same damage. The Doctor applied stims as needed and popped a shot here and there. Finally the slicer manages to open the door and square off with the pirate on the inside in a one on one fight while the rest of the crew handles the opposition on the outside. As the crew mops up the pirate outside the small comm station the slicer kills the pirate on the inside with a well placed vibroknife. Manning the comm station the slicer quickly makes contact with the corvette parked above only to find there are only a handful of human survivors. The bioweapon exposure has happened on the corvette as well and with all but a few of the crew dead the capital ship is adrift in space above the asteroid. The frantic human survivor tells the slicer that humans appear to be immune to the virus but it is airborne and spread quickly. With a grim taunt the pirate tells the slicer that they may have come for their credits, but they found their own deaths. They just don’t know it yet. With that final proclamation he cuts the comm. At a loss the slicer searches the computer to see if she can find the mainframe within the base. All traffic and power seem to come from one larger centralized building which used to be the old mining facility. On reviewing the security footage they see what can only be the leader of the pirate with a group of followers barricade themselves in the building as droves of pirates lie dying in the streets.

The party makes their way to the main building which is heavily barricaded and fortified. The sole entrance that still seems operational is a thick security door with only an intercom panel on the outside. The slicer looks to hack the door but finds that unless they have something to cut through a few feet of durasteel she can’t access the controls to the door. Out of options they try the intercom panel. The voice on the other end identifies themselves as the Red Blade, leader of the Red Blade pirates, and advises the group to move along as there is nothing of value left here. They party tries a bluff with the doctor saying they are here to help and that she might be able to cure the disease. The Red Blade counters saying that there is little chance the doctor could save them with the little time that is left. The doctor running out of option discloses that she is one of the original designers of the disease and that if she is given access to the bioweapon she might be able to find a cure. With that the door slides open.

The inside of the facility looks to be a makeshift hospital and morgue. With more morgue than hospital. There is a sole human nurse left from the crew of the original science vessel. The nurse speaks to the doctor recounting the tale of how she was assigned to watch a Bothan scientist. How he had been brilliant and was told if he was able to make the changes to the virus the Emperor wanted he would be reunited with his wife. The medical staff from the imperial science vessel plus 20 test patients had been taken by the pirates and relocated here. The Red Blade chimes in and says after they realized they wouldn’t be able to sell the weapon they loaded a sample onto their corvette and deployed the weapon on a nearby alien colony. The weapon was brilliant killing off the population so the pirates could move in and loot the entire colony at once. The pirates were far from trained medical crew, however, and the virus was soon running rampant on both the asteroid and the ship. A colony worth of credits floats adrift above the asteroid while the Pirates huddle in the compound dying. The doctor asks what happened to the bothan and is told he worked diligently on a cure until he succumbed to the disease. The nurse hands the doctor his notes.

The doctor discovers from the notes that her husband had redesigned the bioweapon to target anything that was not human. In doing so he needed to introduce many strains of DNA to the virus. One of the 20 test subjects had shown an immunity from the virus and it’s unique alien physiology seemed ideal for harvesting antibodies that could kill the virus. The doctor relays to the party that the bioweapon has been tailored to effect only non-humans and they probably have all been infected already. At this point I stop the conversation and have each player add the critical injury “Cerberus” to their character sheets. With that the Red Blade realizing that they are not going to die draws her weapons and says looks like your dying early and we are taking your ship out of here. With that combat begins. The Red Blade is the pirate captain from the adversary decks and is armed with a vibroaxe. The captain is assisted by a handful of pirates who grab whatever they can find and attack the crew. The initial exchange of fire drops a few of the pirates and does a large number of wounds on the Pirate Captain. The captain attacks Grexi, who made the mistake of standing and shooting at short range. The virboaxe lands heavily on Grexi’s head. Dropping the character in one shot. Grexi suffers a major head injury dropping a stat permanently and is pretty much out of the fight as the doctor fails to use first aid on him. The Red Blade is incapacitated on the next round and begs for mercy promising credits in exchange for disappearing. Derek quickly replies they already have credits and a job to do and executes the pirate captain. The slicer finds the mainframe and destroys the entire system leaving no records behind. After the encounter the doc stabilizes Grexi who is barely functional and the party decides to find this test patient who could be the only key to the parties survival. They work their way deeper into the facility until they come across a room labeled patient X. Opening the door the crew is stunned to find a Hutt of all things sitting smugly in a make shift holding cell. The Hutt identifies himself as Burpa the Hutt. He is brash, entitled, and rude to the players. (I patterned his character from Regis on farscape) Burpa is the rightful Hutt cartel member who Teemo usurped. The Hutt cartels would not have tolerated Teemo’s ascendance if he had killed Burpa out right and so he had arranged for Burpa to go missing. Burpa knows his Hutt immune system can counter the virus and knows that the players need him and takes full advantage of the situation demanding the players assemble a sled for him before he will leave his cell.

Without the proper medical facilities the doctor is only able to create a treatment for the virus and not a cure. The treatment only stops the progression of the virus for one day plus the ranks in resilience. The players quickly surmise that they are now forced to bring Burpa with them and they are forced to stick together until a cure can be found making Grexi a permanent member of the crew. On the upside the players are excited that they are going to be able to seize the Corvette with little resistance. With everyone in tow they begin to head back to the ships. Just as they are leaving the trademark sound of tie engines fills the air as bomber rain photon bombs on the compound. The empire has arrived. The party rushes to the supernova and takes off as squads of bombers and ties fill the air. An Imperial Star Galleon comes into view as the crew sees turbo laser blast after blast hammer the crippled corvette. Tie pile on the Supernova in overwhelming odds. The crew plots the escape to hyperspace and shoots back at the ties scraping one with every shot. Each round more ties come from the carrier and there crew desperately fights their way through three rounds of combat before they make the jump to safety.

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Dead Road

So when we last left off the Doctor wanted to stage a rescue mission to free the rebellion stooge from the imperials trap that they had ultimately set him up for. The group discussed the odds of survival for an all out assault on an Imperial Garrison and quickly decided that the best chance they had to free the stooge was to do it during a prisoner transport. They returned to “Renka” and asked her to keep an ear out among the imperial pilots for any prisoner exchanges or transfers especially those involving rebels. Renka agreed, but added that there is a surcharge to her normal fees for information on the Empire and it would take some time for her to get the information (I was going to hack up the whisper base module from Age of the Rebellion to add in a holding cells and fix the location for the raid, but they surprised me by wanting it to be a vehicle assault or a space assault where they figured their odds would be better. I could have improvised something, but I had a backup mission ready to play and I wanted to make the jailbreak more than just a couple of improved fights) The group readily agreed and asked if there was anything else going on. Renka says their isn’t much activity on the criminal underworld channels due to the recent assassination as it appears anyone with any sense is laying low until the dust settles. The only interesting thing she has seen recently is an old codger that comes in from time to time ranting about lost treasure and hidden hyperspace routes. The group bites on the lead and asks when and how often the old coot comes around. Renka informs them that he normally comes in just after the monthly trade bazaar full of credit from selling “lost treasures” to off-worlders and gets lit on Corellian Brandy. It’s during these times when he talks about the real treasure as opposed to the knock offs he sells to stay alive. She is expecting him back any day now.

The adventure is based off “The Dead Road” module in the back of the Lords of Nal Hutta book. I chose to write this up in the background due to the interests of a new player in joining the group who wants to play an emerging Sith. I had just bought the F&D beta book at the local gaming store and was thinking of a way to weave the new player into the group. In the back of the Dead Road module it lists a number of rewards including the Morrigan Scrolls. I plan on the group obtaining them and the new player being the buyer. Unfortunately they will get stolen out from under the party leading the new sith apprentice needing to work with the group to recover them at the same time, hopefully, allowing the group to mesh on an enjoyable adventure and on successfully retrieving the scroll I will treat it as a holocron for the Sith player.

The group kills some time for a couple of days hanging around the cantina. The first night they all get into a rousing game of dice from the Fly casual book. The group is doing well credit wise winning more hands then not, so I start having the Brandy brought in between hands. After each round all players drink (resilience test) and on a fail they are too drunk to continue and are done for the night, on despairs they make foolish bets doubling what they originally bid on the next hand. Each round of drinking adds a black die to the pool and players are using their advantage to encourage the others (adding boost dice) to keep playing. The doctor drops first after only two rounds. Credits are flowing freely as are the jokes and laughter and honestly the players quickly fell into it and started hamming it up. The bounty hunter and the slicer played on and seemed to lose all regard for who was winning or losing at Hintaro and instead focus on how the adult wasn’t going to let the 10 year old drink him under the table. (I knew at that point I was spending the next day reviewing her DARE packet from school and saying no to drugs and alcohol lol). At the end of the night (after only 4 rounds or so as those black dice added up fast) and about 2500 lost in credits the 10 year old slicer said “Don’t worry I’ll tuck you into bed,” as the bounty hunter failed his resilience roll and succumbed to a drunk stupor. (this whole round took about 15-20 minutes, but was so worth it for the bonding of the group and the fun had at the table)

The second night in the Cantina was quiet with everyone nursing their hangovers from the night before. As the group left the cantina that night they were approached by an apprentice bounty hunter who took note of the slicer the night before (Bounty is the slicers obligation and they rolled her for the session. I had originally planned the encounter for an unruly bar patron but improvisation is the most valuable tool in the chest right?) The hunter calls out the slicer in for a duel (again using the rules in fly casual for the gunfight). The Slicer wins on the buildup phase and chooses to use aim to shoot for the blaster hand of her opponent. In a very classy bit of rp she out draws the apprentice and shoots the blaster from his hand. The Bounty hunter assassin roughs up the upstart and with a check for intimidating the young fool convinces the upstart that he was “mistaken” about about the identity of his Twil’lek companion and happily accepts the apprentices last bounty in exchange for forgetting this interaction ever took place. (roughly 2500 credits which puts the group at break even)

Spoilers ahead for Dead Road module:

On the third night at the cantina the player are reward by meeting “Jecek” the man from the Dead Road adventure who spins the tale of the lost treasure planet. A group of bounty hunters overhears the conversation and tries to make off with “Jacek” the group acts quickly with the 10 year old slicer using the skills I have seen the most from her as a parent. Deception. She quickly spins a tale about her crazy old step dad who drinks too much Corellian Brandy and makes up stories of grand adventure to cover his dull life as a farmer. Graayl Nor buys the story for now and leaves them be. The group quickly leaves the cantina and follows Jacek to his storage locker where they recover the “key”. On returning to their ship, however, they are greeted by Graayl Nor again this time with his pack of bounty hunters and the apprentice whom the group let go the night before. This triggers a “See that’s why we don’t let people go,” response from the assassin which gives everyone at the table a good laugh. Graayl gives a typical villainous speech about how stupid the pc are and how they will get the treasure and the bounty on the Slicer and make off with the Supernova to boot. A firefight breaks out in the hangar with the doctor ushering Jacek down behind some cargo containers and shooting from cover at the thugs. The slicer draws her heavy blaster pistol and takes cover behind a loading droid that continues to move slowly forcing her to move each round instead of aiming to keep behind the droid and stay in cover. The bounty hunter launches himself at the Graayl (nemisis) and leads with his repulsor fist. The slow firing on the fist leads them to break apart and draw blasters. After two rounds of blaster fire the doctor makes a desperate run to the Bounty hunter assassin’s aid to apply stimpacks to keep the groups hard hitter up and fighting. The slicer does a great job bringing down the thugs with her heavy blaster and when the coast is clear makes a run for the ship. As the Doctor and Assassin continue to struggle against Graayl, local security forces arrive at the entrance to the hanger and open fire on everyone. “Jacek” makes a dash for the ship, whose engines are running thanks to the slicer. The volley of fire from the security forces drops Graayl and critically injures the Doctor with a glancing wound. Quickly realizing they don’t want to leave behind a bounty hunter who has identified the Twil’lek as a bounty the doctor instructs the bounty hunter to grab the fallen Graayl and together they board the Supernova as the ship blasts out of the hanger and makes a quick getaway.

The doctor uses her medicine skill to keep Graayl from dying and flips a destiny token to have some anesthetics on the ship to keep him under heavy sedation (note at this point they have only established that they have them). The doctor has to stay with Graayl to ensure he doesn’t wake up. The ship is jolted by blaster fire suffering 2 strain as security cloudcars intercept the Supernova in the upper atmosphere. The Bounty Hunter mans the guns blasting back at the cloud cars while the slicer races for the atmosphere in the hope of making a clean escape to space beyond the cloud cars (planetary) range. The slicer makes evasive maneuvers to avoid fire (success with disadvantage) and Graayl is thrown from the bed onto the doctor who is knocked to the floor. Ripping out his anesthetic iv’s before the drugs take full effect the doctor is now grappling with a wounded and weary Graayl for the hypospray filled with sedative to get him back under. (Other than applying stims the Doctor had little meaningful contribution to bringing down Graayl and I wanted to make sure the character was getting to do more than following the group being a stim-bot). The weakened Graayl has his adversary 1 removed and suffers 2 black dice for being injured and partially sedated. The Doctor is unable to outmatch the strength of the bounty hunter and grabs a fire extinguisher from the wall and bashes Graayl over the head. With an exasperated breath she calls up the ladder to the Assassin in the gunner pit that Graayl has been “Sedated” which brings a good laugh at the table. Blasting two of the three pursuers the Supernova meets the atmosphere and escapes in to the safety of space leaving the remaining atmosphere bound cloud car returning to the surface. (in all the excitement they forgot to slice the systems or Jam their transponder signal which they’ll discover when they return to the planet.) They plot a course for the edge of the rim to the “Pearl” space station and jump into hyperspace.

While in hyperspace (break for dinner) the group discusses what to do with Graayl, The bounty hunter is tempted to eject him into space, but the other two in the group are not down for it. The group then discusses that they can’t just abandon their current task to deal with it so they must find a way to hold him prisoner while they finish their current task. This brings about the bounty hunter saying “See, this is why we don’t take prisoners,” which brings about another laugh from the group. The group continues on arriving at the Pearl without incident and begins tracking down medical facilities to help the group recover from the combat with Graayl who they bind up with spare cable and leave in a cargo hold with Jacek in the their ship. Jacek is under strict orders to not allow Graayl out of the hold no matter what. “If he dies then he is not our problem,” instructs the Assassin. The medical facilities are overpriced but effective and the group is back to full strength and tracking down Harke to get the final piece to the puzzle. After some negotiations they purchase the location (failed first attempt, so the group decided to try and get him liquored up and I allowed a second test with a boost but at added cost for the booze and he charged 75% more for the information). The group finds a slave collar at the market as well as the exploding shackles from the Nal Hutta source book and decides to pay triple the price on the Pearl to acquire them for Graayl. (Normally I want restricted items to be harder to acquire but the group in talking with each other decided if they couldn’t secure him then he was too much of a liability and they would execute him. I was already scheming up another story arc based on the bounty hunter so I allowed them the purchase as I very much wanted him alive). The book doesn’t give much for the landing on the planet Pybus so I was left to design more if I wanted it to be more than fight a few droids and frogs and find a treasure hoard. I had just finished reading the “Darksabre” book from the EU universe and loved the scene where Han and Leia were invited into a Hutt Bath house and were repulsed by the disgusting sludge called bathwater but forbidden from using it as they would contaminate the pureness of it. I decided I wanted to use that and so fleshed out a story.

The group makes the arrival of the Pybus system and finds the emptiness of the area unsettling. The stories they heard earlier about the planet being forbidden by the Hutts plays havok on them and I force a fear check. The slicer fails and so as a result I put a black die penalty on her actions while on the planet. They stick to the upper atmosphere while scanning the dense jungle planet for anything that looks like a structure and succeed in finding the palace and the grown over landing pad. (I had planned for a fail for them to find the structure but no landing and then a two mile hike through the jungle which would cost each member 2 strain and on a pass they find the grown over landing pad from the Hutt palace and land smoothly they passed). On landing they are greeted by a robed figure who welcomes them and says he foresaw their arrival. He explains he is was a padawan and he and his master were sent to search fr traces of grievous after the assault on the capital of the Old Republic. Their mission was to search uninhabited worlds for signs of the separatist’s. That’s when they stumbled on Pybus. The star at the systems heart is volatile and solar flares make jumping in and out of the system treacherous. Their ship was struck by one such flare on entry to the system and they crashed on the surface. They assumed the Jedi order would send some one for them, but no help ever came. They felt a great disturbance in the force (when order 66 went down) and then silence for decades. The master died of old age and he was left alone on the planet to survive. He had given up on the force and all hope of seeing any sentient being again until he felt another tremor in the force as if billions of people screamed out at once (destruction of Alderaan). Shortly after he began having visions that the group would arrive on Pybus and assumed whatever they were here to do was the will of the force. He cautioned them on their choices moving forward as he sensed their actions would trigger great events to unfold in the universe, but the future was clouded. He could not say if it was for good or evil. The pc’s relayed the betrayal of the Jedi Order (for they would have only known the propaganda at best) and the establishment of the Empire. The subsequent appearance of Lord Vader, and the bounty on information leading to the Jedi. (The assassin was itchy to take him in, but weary of whether they could take down a Jedi Knight after the struggled with the bounty hunter nearly losing the combat) The party leaves the Jedi behind after he refuses to accompany them into the Palace. He cites that his master grew fixated on the place before his death and his belief that something inside drove him mad.

The key Jecek provided opens the door as expected and the party enters the main receiving bay. Old computer terminals covered in dust lay as ghosts and the place is as dead as a tomb. The group decides their first task is to try and restore power to the compound. The slicer makes a mechanics check to trace the power cables from the computer terminals to the wall and then to follow the power from conduit to conduit which will lead the group to the main generator. (The 10 year wanted to check the fuse box like when the power goes out at the house and we helped narrate the rest). The group navigates in the darkness with just a single glow rod and finds multiple signs that animals have take over the compound. The Doctor begins questioning how the animals were able to get in but the Jedi were not. They find the main power generator and are immediate besieged by an Ackalay from the F&D book. The monsters hide is too tough for blaster fire and the group immediately concludes they they are not going to be able to bring it down. The bounty hunter valiantly using his defensive talents from his replusor arm engages the beast while the slicer works to restore power to the facility by reactivating the generator. With the lights snapping on the sudden whirl of power disorients the beast and the group makes a run for the door. sealing it shut behind them. They have no idea how long the power will last and whether the beast will attack the now humming generator and decide to hurry back to the entrance. Once back the slicer makes quick work of the system taking control of the Hutt’s booby traps and getting the general layout of the palace. She learns that the Hutt had creature pens inside and some how they must be loose in the facility. With an ominous tone I reveal that the Hutt’s prized pet was a rancor.

The group makes their way to the main audience hall which they determined from the layout leads to the Hutts personal chambers. They find the hall doors sealed and the slicer makes quick work of the panel. Inside bones and debris litter the hall. The slicer finds another terminal while the doctor and bounty hunter search for anything valuable. The slicer determines from searching the records that the whole palace was wired to a kill switch the hutt had surgically implanted. When he died the palace sealed itself and opened all the pens. In the centuries that followed the creatures must have staked claim to certain portions of the palace and had offspring. The Doctor quickly realizes that there must be more than one of everything down here and how much danger they are really in. The group decides to avoid the armory and underbelly of the compound for fear of the rancors and instead to as quickly as possible traverse the Hutt bath house, find the penthouse, and see if they can find the treasure hoard. They all assume that a hutt this paranoid would keep his treasure room close to his personal quarters and that is their best bet. (Slightly disappointed as the group bypassed my fight with the rancor, but they are being smart and the session is running slower than I expected and I am worried about them finishing by the 10 year old’s bed time). The group enters the bath house house to find centuries old filth filled pool separating them from the entrance to the Hutt’s personal penthouse. The only way across is to shimmy across the lip of the pool or to swim through the muck. The group decides to avoid the pool of filth and try to slip across the lip which is difficult due to the grime and filth. The bounty hunter makes it across, but the Doctor and the Slicer fall into the pit. The Slicer has an especially bad fall and losses her weapon in the muck. On the waters being disturbed the group is attacked by the Pybus Amphibipole’s from the book. They bred in the muck and are quick engaged by three minion groups of three. The frogs are venomous and quickly I realize I put too many in as the group takes a beating on the first round. The bounty hunter getting desperate calls for the slicer to abandon her blaster and run from the pool with the doctor. Both the doctor and the slicer make checks to climb from the filth and run to the next room. The bounty hunter tosses his prized frag grenade he got from Graayl and triggers the blast on his roll doing massive damage to the frog groups. The slicer closes the door and I narrate that the wounds to the frogs were great enough to drive them off. Inside the Hutt’s penthouse the group finds some hutt jewels and a boonta blaster for the slicer (it’ll do for now.) after searching the room closely they find a hidden door in a wall panel that leads them to the fabled treasure room. The party is relived to see their goal and immediately dives for the treasure. That’s when the Hutt Security droids come to life and attack. The group already weary from combat puts up a great fight hiding behind treasure piles and watching as each stray shot from the two droids destroys another valuable. They manage to put down the the two droids and with a sigh of relief are glad that it is over. That is when the slicer on trying to see if she could reprogram the droid to serve the group finds the killswitch similar to the Hutt’s. The room begins to shake violently as the center gives way to a giant chasm that continues to grow. The group scoops up what treasure they can carry and makes a run for it. They dodge falling debris, and realize the whole palace is coming down. To make matters worse the violent shaking has disturbed the Rancor who begins to chase them (using the chase rules from the book) after the group flips nearly all their destiny points during the chase sequence they make it to the landing pad just as the palace behind them sinks into a chasm. They have only a second to catch their breath before the clawed hand of the rancor grasps the edge of the chasm. The group opens fire, but similar to the Ackalay from earlier their weapons have no effect as the beast pulls himself over the edge. Hopelessness begins to set in when the Jedi Padawan emerges again Lightsabre drawn and charges the Rancor. (Jedi is narrative causing a break in the combats) The Jedi takes the Rancors clawed hand at the wrist causing the creature to be staggered on the edge of the chasm. The group is free to act again and on the Jedi’s urging the group opens fire into the wall at the feet of the Rancor causing it collapse and sending the beast down into the darkness.

The group (finally) has succeed at their mission and offers to take the Jedi away from Pybus. He declines reasoning that if the empire hadn’t found him here after all these years it was probably as safe of a spot as any to hide. He offers to be a mentor to any light side force users the group comes across (putting both the mentor aspect from F&D and the Holocron into play so the players have both paths available). The players made off with all three treasures in the back of the book which Jecek demands the siren’s soul and Key for his share. Funnily enough the PC’s agree (I thought for sure he was dead once they left the Jedi) leaving them the Heart of Gamor and the Scrolls. They return to the Pearl where Jecek departs and they add him as a contact for the group. They wrap up the session for the night there and are curious how I am going to work in the new player on their return. I didn’t describe much about the scrolls only telling them they would need to find the right buyer for such an old relic, but they were sure it must be worth something or it would not have been in the Hutt’s treasure hoard.

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The road so far...

Opening sequences starts off with a bang, all player fail their rolls and get caught by the gamoreans standing around in the open. Derek decides since the girl on stage refused to hide them he is going to hold her at gunpoint to force the thugs to leave. Not in the book and my first improve of the night so I have him roll a check against coercion. With a pass, I decide what the heck we’ll let them go it is probably a no brainer combat intro anyway and I’ll reward them for being creative. As the thugs turn to leave (narrated that they didn’t want to get barred from their drinking hole and could care less about the girl) The group opens fire into their backs. “Dead men tell no tales” says the assassin. Off to acquire the the part for the ship. They ask the store owner if he still has the part. The Doctor offers to negotiate for the part and fails miserably on the roll. Seeing the failure the Assassin guns down the shop owner.

“That thing does have a stun setting,” Natalya (my wife) says with a disapproving glare.
“Is THAT what that button does,” replied Derek.

With much more shooting, and phenomenal rolls the group blasts (literally) a swath through the city, steals the ship, and makes it to a clean getaway.

Everyone had fun, but I am already concerned about the bloodthirsty nature of the group. So I approach my veteran player, the bounty hunter. We have a great conversation about where he wants his character to go and how life can be difficult in the outer rim if you leave behind corpses and enemies in your wake. He says he chose assassin for a reason and we agree that he’ll tone it down and he’ll have faith that I’ll give him plenty of opportunities to excel at killing things but he need to let others excel at their skills beyond the blasty end of their gun. So the challenge is on. Next session had to be a bit of everything and I am staring down intergalactic assassins. I decide I am custom writing the next session to suit the players tastes a little more. In between play sessions we play another round with just my wife and daughter earning 10xp and doing a simple cargo run which feeds into the pirate module in the lords of Nal Hutta. The pair get to use a lot more of their non-combat skills to overcome the pirates and get a better grasp on the rules.

The party finally regroups nearly two weeks later for another session. While Derek was missing from the group I declare he was chasing down his black market contacts for a “job”. Word on the streets is there is a high profile hit that has been placed by Teemo the Hutt whom the group owes quite a bit of obligation to. The group reconvenes and finds themselves in the ’Hungry Mynock" cantina where Derek only has the name of the contact they need to find as the “Fixer”. With some sweet talking to the waitress (Renka who gets added to the groups list of contacts for future use) she arranges for them to meet the mysterious “fixer” for a price. The group returns to the cantina the following night where Renka sits them down in a corner booth with more privacy. A human male comes to the table and puts and encrypted holoreceiver on the table where a blurred image addresses the group. (Derek is ruffled immediately as he had been vocal about intimidating the fool for a bigger payout. I predicted that from the first session and decided that the group would never meet “fixer” rather continually be stuck dealing with front men.)

The job is for a high profile hit. The planet’s governor is set to address the masses in a speech in three days. The target is the Governor’s top adviser who is loyal to one of Teemo’s rivals. Teemo has already secured the poor mook who would be next in line for the job via blackmail so he just needs the adviser out of the way. The catch is he doesn’t want to make his rival suspicious so the whole job needs to be framed as something else. The Governor will be making his speech from a stage with a podium. Due to the popularity of the Empire the stage itself will have shielding. In addition, the Governor will most likely be wearing personal shields as well. The group will need to have the slicer infiltrate the local security headquarters and drop the exterior shielding. They can cut the power but the back ups will switch back on after the interruption so Derek will only have time to make two shots. The first shot will be on the Governor who “Fixer” assures will most likely be fully protected by his personal shield generator. In the chaos that follows the first shot Derek will make his second shot on the true target, the adviser.

“Sounds simple enough” chuckles Derek.

“That’s the easy part,” I grin. The whole area is going to be on lock down due to the political events unfolding so the group is encourages to go in with only weapons that are easy to hide (they only have one holdout blaster between the three of them). Fixer has arranged for Derek to meet up with a contact who will supply the rifle on site he just has to get to him. The party is own their own for extraction. Fixer also recommends the group have a backup plan as Teemo will be enraged if they botch the job.

The group has three days to plan the hit. My wife decides they need a better cover than what has been given. There are just too many holes in her mind. She convinces the slicer to return to Renka and find out if there are any rebel groups in the area. Meanwhile Derek and her go and steal a shipments of imperial supplies. (Lots of improve happening but it is working and I am curious to see where it leads). They arrange to sell the supplies to the rebels on the morning of the speech in a nearby hanger. The Doctor makes the deal with a low ranking officer and says her employer is sympathetic to the rebellion and drops hints of his political ties. Records the transfer of goods on her datapad and heads out to the speech. She says she is not needed by the other two and decides to join the crowd of spectators to watch the show. Baffled we play out the Slicer, sneaking in through an air duct and hacking into the system through an open maintenance workstation. She rolls a critical success on her slicing and I reward her with information on the patrol routes of the local pd which she can sell to the right buyer later. Derek makes his way through the cityscape getting in a tussle with some protesters but manages to make it to his drop. The shifty contact is a Duros who rented a penthouse room overlooking the stage. He has the rifle ready to go and just needs his payment and he’ll be on his way. Derek whips out the lone holdout blaster and guns the guy down. He contacts the slicer and lets her know he is in position and ready. I read the first three lines of a speech I threw together when the shielding flickers and blam the first roll is made by Derek. I upgrade the difficulty of the check with a destiny point to keep him from succeeding and sure enough the shot bounces harmlessly off the personal deflector shield. Security springs into action and Derek flips a destiny token to aid in the second shot which scores a hit with a triumph and plenty of advantages. The adviser go down in a heap. That’s when my wife yells “Out of the way I am a Doctor” and whips out her medpack. Smart. She hovers over the fallen adviser and says she wants to make a check to hide her datapad from the sale of the supplies on the adviser while treating him. A successful skulduggery check later and she pronounces the adviser dead. One problem, Derek didn’t do enough damage to kill him. He has 3 wounds left. So she says I want to use my medicine skills to open the wound to make it fatal. Sever an artery, whatever. Another successful check and the poor adviser is dead. She laments that there is nothing more she could do and melts away into the crowd.

The slicer makes a bid to escape by hacking the comm relay and diverting security forces to chase down the assassin clearing a path for her to sneak out and get lost in the crowd. Derek leaves the gun with the dead contact and walks into the hall where he is confronted by a member of hotel security. He blasts the guy in the hall and kick’s in the door leaving behind a scene of a brave security guard who traded gunfire with a lone assassin leading to both their deaths. He departs for the floor via the garbage chute just in time to avoid security forces arriving on another lift.

The group gathers later that day at the Hungry Mynock and celebrates their victory. Fixer makes contact through another proxy who notifies the group that half their fee is being withheld for the cost of replacing the guy who was supposed to drop the rifle and survive. Teemo is pleased as the holonet is filled with reports of a botch rebel assassination attempt and the subsequent arrest of rebels conveniently in the docking back transferring their cargo, 25% of the fee is used to relieve some obligation and the group keeps 25% of the pot plus the money for the sale of the rebels. (Slicer nets another 1000 for the data she stole from the security station)

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