Death Stars and Krayt Dragons

Between sessions 2: Imperial Boogaloo

So, after convincing Carmeck Zel to let them use his private landing facilities, Zel gave them the information they needed to be able hold up their end of the bargain. Thanks to years of obsessively examining the security footage of the Sun Blotter’s construction he’d been able to pinpoint the saboteur: a quarren named Kezo Leff, the CEO of the company that he’d originally apprenticed for. Zel pursued the lead, but Leff had, it would seem, vanished from all galactic records.

However, he had heard rumblings of a quarren making waves in Alderaan’s underground artifact market, though he knew little more than that as he didn’t share in Alderaan’s planet-spanning infatuation with history and the arts…

Session 2 recap
A humble bartender becomes an epic boss!

Our intrepid quartet, going on the hints from the holocron, landed on the mostly lawless planet of Geonosis. Their first step out of the space port landed them in a huge, noisy bazaar. Kel-Daj took the opportunity to present the Kwa crystal he’ found to an appraiser of archeological artifacts, but was only able to glean that crystal was very similar in make to Jedi lightsaber crystals.

Kel-Daj slipped back in with group as they went to investigate a commotion from a distant corner of the bazaar. They picked their way through numerous merchant stands and found a group of protesting academics having it out with some with stoic Geonosian battle droids. The leader of the protesters, not wanting any of his underlings to be killed on his watch, sent them off, which in turn caused the battle droids to leave. Sahn, the lead protester, had caught sight of Patan and his friends and quickly explained his predicament. One of the few true ancient Geonosian landmarks, a tomb called the Mound of the First Gladiator, had been vandalized. The Geonosians don’t normally care much about their past, but this was one of the few things for which they created an honor guard. Sahn’s group, the Guild of Historians, had intended to help preserve the site and study the chambers within to figure out just who the First Gladiator was. They’d barely begun studying the hieroglyphics in the entry way before the opening of the tomb was blown up. Sahn and the Guild hadn’t even had a chance to see if anything had been stolen before the area was closed off. They appealed to the Geonosian Guard to investigate but the Guard, to their surprise, seemed utterly indifferent.

Patan asked for a bit more information on the Mound, and Sahn explained that they’d only manage to discover that the tomb was about 5000 years old and that the one interred within it was not of Geonosian descent. Patan relayed this information to his comrades, and they all agreed that this was probably the resting place of the second former apprentice, Go’lor. Sahn gave them a lift in his overhauled sandcrawler and, after a bumpy three day journey, they arrived at the tomb. Despite having been closed off, there was a conspicuous lack of security for the tomb. Perandor, growing impatient, took advantage of this and the fact the sandcrawler’s crew was busy readying their equipment and took a look for himself. Patan, Kel-Daj and Rosh caught up with him shortly and they surveyed the destruction before. The mouth of the structure, which itself was in the crude shape of a twi’lek head, had been turned in a jagged, gaping maw by some manner of explosive. On top of that, the harsh desert winds carried a foul stench from the tomb. Undeterred by this, they pressed on, though they had trouble seeing even with all of them using their lamps.

Perandor reached out into the Force and found a Dark Side Force signature that was quite a bit more faint than he would’ve anticipated given how strong Czarino’s whuffa worm bound Force energies had been. They followed it down a long, dark hallway and stopped short at the end upon hearing buzzing and clicking that they quickly identified: a Geonosian was speaking some where in the tomb. This perplexed them as they’d been told that the Geonosians were aggressively indifferent to this whole situation. Worse still, a number of Geonosian corpses, all bearing guard insignias, were scattered around the room. None of them understood the Geonosian language, but Kal-Daj managed to make a out a few words regardless. They seemed to be discussing payment for something. They decided to find out if this payment being discussed and the dead bodies were connected, and Patan called them out, hoping to be able to reason with them. A big Geonosian bearing a captain’s insignia sauntered out of a dark doorway, and mocked their attempts at diplomacy and intimidation. He responded in broken Basic that he was being paid far too well to be cowed by this lot.

The big Geonosian, called Gezzer, bellowed over his shoulder, causing four more underlings to appear out of the shadows. Kal-Daj and Patan took advantage of the cover provided by many rooms within the tomb but still sustained some serious injuries due to the low-light vision enhanced shooting of two of the Geonosian cronies. Meanwhile, Rosh and Perandor fought out in the open, focusing on Gezzer himself. Thanks to some good shots from Rosh, Patan and Kel-Daj and a blast of Perandor’s newly learned Force lightning, the felled most of the company, including Gezzer. The last of Gezzer’s cronies quickly surrendered, and Perandor used the Force to find out that this sniveling wretch had potentially useful information. They bound their new informant and investigated the various rooms in the tomb, finding out that only item had been stolen: the Gladiator’s coffin. Perandor studied the Force energies in the Gladiator’s former resting chamber and confirmed that this was, in fact, their mark. Now, of course, it was gone. They took some of the more interesting looking artifacts and returned to the Guild’s sandcrawler.

Sahn was more than a bit concerned to see a cowering, tied-up Geonosian among their company and asked what happened. Kal-Daj told him the whole store, changing Sahn’s attitude entirely. He turned his attention to their captive and demanded the information he’d promised them in return for his life. The Geonosian croaked and clicked frantically. Sahn translated, stating that most of the guard had been paid off by somebody or something (he’d never met them) called the Red Vornskrs. He knew no more than that, but it was a place to start. Sahn had one of his assistants stow the traitor in the back and took Gezzer’s salvaged insignia as well, stating the guard would hear of this treachery. He also paid them a handsome sum for the artifacts and eagerly set to work studying them as they readied the sandcrawler for the return trip. Kal-Daj and Perandor used the two day return journey (the winds weren’t so high, allowing their driver to safely increase their travel speed) to make sure the more grievous wounds their comrades had suffered were tended to.

They arrived back at the bazaar and prodded the first shady character they could find for information. This turned out to be a Geonosian tech specialist (this one knew a bit of Basic), and he happened to have some info for them. He pointed them to a cantina called the Sleeping Merdeth, which was was well known for its under the table dealings as it was its ale. He explained that if anything illegal had been shipped off planet, then it had gone through the Merdeth. He gave them directions but seemed unwilling to say any more about the place. When they arrived (after navigating some winding back alleys) they found out why. The place was crawling with security measures. Two huge T’surr stood guard at the front doorway, with a sign that stated a password was needed or else in front of them and security eyes above and behind them. Patan, ever the diplomat, tried talk and bribe them into letting them in, but then quickly realized that these behemoths were wearing control collars, which were normally reserved beasts and other unwilling combatants in the arenas. They decided to check around back and found a data console by the back door. All four of them tried to slice it, with Kel-Daj finally succeeding.

They entered the door way and found themselves in a huge storage room. Behind several locked doors they spied all kinds of crates and other goodies they wanted to get their hands on. Rosh attempted to blast open one of the doors, but the alloy was simply too strong even for his powerful rifle. Patan and Kel-Daj succeeding in blowing open a door to an office area and Perandor investigated it, finding a datapad on the desk inside. The encryption was far too strong for any of them to bypass, but they found a hint when the datapad stated that “User Zeezer only had one access attempt left” and decided to see if they could find this Zeezer upstairs in the cantina proper. They made their way upstairs quietly enough but Rosh ended up colliding with something in the cantina’s back room, making quite a ruckus and alerting the bartender to their presence. Patan attempted to reason with him, but Zeezer was too scared of his clients to make any kind of a deal. However, Rosh’s intimidating presence (and rifle, for that matter) convinced Zeezer to cooperate. He gave them the password and explained the other steps to deactivate the encryption, and took advantage of their relaxed guards. He hit a button beneath his bar, which caused several doors to open his walls. Battle droids stepped out of these hatches and Zeezer himself drew a vibrodagger. Two of the droids quickly blocked the main exit while the other two engaged Rosh and Kal-Daj. Rosh, in a truly heroic display, demonstrated his hard earned combat prowess by destroying the four droids with a hail of blaster rifle fire. Perandor, who’d slipped in behind Zeezer, and Patan, who’d jumped the bar from the other end, went after Zeezer directly. Zeezer proved to be a more difficult mark than his small size and sniveling demeanor had suggested. He dodged nearly all their attacks and was finally felled by a combination of Perandor’s Force lightning and Rosh’s trusty rifle.

The four, triumphant yet again, used the datapad and availed themselves of the goods in Zeezer’s store room and came out loaded with medical supplies and tools for repairing weapons. They also found the information they sought: the Red Vornskrs dealt exclusively in black market artifacts and art, and they were headquartered in Alderaan. As they passed the front of the building they saw the two T’surr shaking themselves as they examined the now deactivated control collars. The T’surr, seeing Zeezer’s datapad, thanked them for freeing them and stated that they were at their service from this point on. Tulg and Zulg also handed them the collars, stating that most any tech specialist and artificer would love to get their hands on Geonosian tech such as these collars. The company thanked the twin giants and took some well deserved leisure time by doing a little gambling in the pits, coming out quite successful in the end.

Finally, they boarded their new ship, Fortune’s Girl and made their way to Alderaan. Upon arriving in Aderaanian space, they discussed how to go about getting on this heavily pro-Republic planet. A number of useful suggestions came up, but Patan’s idea regarding an old contact of his won out. He sent a private call to a Mon Calamarian shipmaker named Carmeck Zel. Zel was initially disgruntled to receive a call from a Sigre but, due to Patan’s elegant way with words, decided to let them land in his private hangars on the condition that they help him clear his name…

In between sessions...

When last we met a scientist, an ex-soldier, a Sith apprentice and a well-connected businessman banded together to take down a fierce monster and succeeded. Their efforts earned them great rewards, including a damaged Sith holocron. Kal-Daj, Rosh and Patan all examined it and thought it to be worthless, but upon handing it to Perandor, the young Sith, it suddenly showed signs of life. It glowed feebly and emitted an image of a Twi’lek in Sith robes. The words it uttered were nearly unintelligible but they managed to make out a few fragments:
“My name…Czarino…thank you…freeing me…huge mistake” and “I wish…Geonosis…with Go’lor”. Their next step seemed plain enough, so they exited the ancient temple, making way toward their ships. Patan gave them coordinates to the star port on Toprawa where, upon arrival, they found a brand new vessel awaiting them. The ship bore the brand of Sigre Arms and Spacecraft Manufacturing , the company owned by Patan’s father and was equipped with the latest technology, including a bacta tank. As they procured and loaded supplies onto Fortune’s Girl, a human in Sith robes sauntered into the hangar. Perandor greeted his fellow apprentice, Mordrus. Mordrus explained that an older Inquisitor had gone mad and started slaughtering the slaves, and he and a group of apprentices who’d been training nearby had spent a couple of days hunting the man through the dangerous tombs of the ancient Sith lords.
Perandor made a snide comment about being impressed that Mordrus had survived and then finished readying Fortune’s Girl for departure. Patan entered the coordinates for Genosis and set the ship on auto-pilot. The three non-Force users settled in for the long trip and recovered their strength from the strenuous happenings on Dathomir while Perandor filled Mordrus in on the events of the past few days…

First Session Recap

Our story began in two separate places: the Republic capitol of Coruscant and the chambers of the Dark Council on Korriban. An ambitious young Kel’dorian Sith apprentice and his wealthy, clever companion fought off an elderly but still fierce former Sith Inquisitor on Toprawa to find information on an ancient planet known as Dathomir, a place that hopefully held some answers for the young Sith.

Meanwhile, on that same planet an independent and energetic Cerean scientist and his Catharan body guard, a man of few words, have been given permission to study plant life on the exotic and (at this time in history) untouched wilds of Dathomir. They’d barely begun their research when something much more interesting came their way: a kwi broodmother. Normally even nesting kwi females aren’t all that aggressive compared to other similar creatures but this one, and her normally timid young lashed out at the two men. After putting the creatures out of their misery, they examined the nest and found a number of useful items scavenged by the beast. Among these items was a mysterious crystal that lead them off into the woods…

…and right to the Sith apprentice and his business-minded friend, who were approaching a massive, shining white Star Temple, an relic of extinct Kwa. They cautiously approached the building and opened the ancient doors. The good doctor and his companion followed the Sith, wanting to know what he was up to and quietly slipped in behind them, using the dim lighting and odd rumbles as cover. They briefly lost sight of the of two men ahead of them as entered a huge chamber and then were nearly bowled over when the two were bodily hurled back through the doorway after an enormous tremor shook the building. The Sith and his Mon Calamarian friend, now aware of their two unseen trackers, looked relieved rather than irate and quickly filled them in on what they were facing: an enormous, heavily armored worm with more teeth than they could count. Dr. Kal-Daj identified it as a whuffa worm, a Kwa guard beast, but one that had been heavily mutated. Perandor, the Sith, focused through the conflicting Force energies present in the temple and realized that his creature’s mutation was due to an ancient and long-degraded use of the Dark Side Force power known as essence transference. The beast had retained all of the power of the defected Sith that had possessed it, but none of the personality.

The four quickly banded together, and Perandor, channeling his aggression, quickly rushed in and kept the beast’s focus while his companions released a hail of blaster fire from the doorway. The efforts of Perandor, Patan (who landed a particularly nice shot on the worm), Kal-Daj and Rosh were enough bring down the terrible monster and earned them a rare type of lightsaber crystal, several thousand credits worth of artifacts and the very holocron Perandor had been sent after. The holocron, however, was heavily damaged and lacked power but was not totally useless. Kal-Daj and the others examined first, but upon handing it to Perandor, it showed a spark of life and sent Perandor into a brief trance…

In a galaxy far, far away...
...a new adventure begins.

The adventure begins here! On this day we’ll meet the cast of our story. These adventurers, be they Sith or Jedi, bounty hunter or politician, will be thrown into a quest for the knowledge of an ancient Sith Lord. Will they be able to keep from killing each other long enough to find out the truth? Only time will tell…

The planning session!
So far, so good!

Tonight was our first time together as a group and I gotta say, I’m happy with how planning meeting went. We’re looking at Thursdays for our sessions, twice a month, starting (tentatively) on August 7th at 6 PM. The rest of the discussion was informative and fun and I can’t wait to see how this translates into the actual game. Thank you so much to all who were able to make it, and to those who weren’t, you were missed. Real life always takes priority, but hopefully you’ll be able to squeeze in a little time to enjoy this game whether you’re playing or observing.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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