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SessionsOneTwoThree
Page history last edited by Scott 3 yrs ago
Session One
(Set one year after Endor)
- Session opens with the four heroes on board an unmarked, barely armed YT-1300. They're discussing their mission.
- The mission: recconoiter six planets, get a general feel for the leanings towards the Rebellion and the Empire.
- Target One: Barab 1. It's the homeworld of the Barabel, a reptillian race with an aversion to hunting. Which makes sense, since they had been hunted until the Jedi put an end to it.
- We discuss an approach strategy-- a long orbit and careful surveillance to identify traffic is initially proposed. Everyone agrees that it'd be nice, but time is too short to do that for each of the planets on our list.
- Instead we do a quick glance around the planet, then radio the comm tower and land. It is sunset around the spaceport-- the time of maximum activity for the Barabel.
- We break into two groups
- Fex't and Renkov talk to the pilots
- Cameron and Kader will schmooze with the locals
- Fex't and Renkov talk to local pilots
- The first guy they talk to tells them that this is a great place to wait while searches die out
- The dominant export, botanicals, is established.
- They're not fond of imports at all
- Fex't gets a lead on a junkyard, Crazy Zack's, and takes off.
- Fex't and Crazy Zack strike a deal, parts for a functioning landspeeder.
- Fex't uses her skills and a mighty impressive speeder is soon running.
- Meanwhile, Renkov lines up a haulage job to the next planet
- Cameron and Kader head to an arena, where locals are shock boxing. They split up to cover more ground.
- Cameron makes his way near some Imperials, who seem a little slovenly.
- They are betting on the shock boxing. Cameron takes the commander's advice and builds a rapport.
- They have a great time and leave the event pleased with the friendship that is forming
- Cameron makes a vague promise of help for the commander's "broken TIE" problem
- Kader mingles with the locals
- He finds a skilled botanist-- a radical
- The botanist is a genetic engineer, who learned his skills as a slave
- He encodes information in junk DNA of plants, so a leaf can be a memo
- They bond over local food, pictures of his plants, and the boxing
- Fex't installs its custom hydropondics project. Renkov walls it off from the rest of the hold with scrap metal from Zack's.
- Hours later Cameron drags Fex't and Renkov over to fix the TIEs.
- They do
- Fex't notices that there are some parts missing from the TIE fighter he is working on. In the course of the investigation it becomes apparent that someone has been stealing parts and selling them to Crazy Zack. following the "paper" trail the Commander discovers that his crew chief is the one stealing parts. He is confronted and eventually admits that he has been selling parts to make additional income. His thought was that, since the planet is so peaceful and there appears to be no real danger, that selling key parts that won't be missed isn't really so bad.
- In the process, Fex't installs a cutoff switch in the slightly enhanced TIE, ready for radio transmission.
- Also, the TIE transmits a log of everything its sensors pick up to a general frequency.
- We leave happy; Commander's happy to be flying again, we have contacts and a 500cr run.
- END SESSION ONE
Session Two
- BEGIN SESSION TWO
- Approaching world XXX, after exiting hyperspace from Barabel.
- Scanners indicate more traffic
- Scanners identify strange transmissions, hopping across frequencies.
- KaderFirdazz identified the signals as Imperial propoganda, on a tight loop.
- Copies are spooled to computer storage
- Deciding not to rock the boat, the team requests landing clearance.
- Kader scans the Imperial propoganda shuttle in passing, notes life signs
- Fix't plans a jamming satellite to disrupt the transmissions
- RenkovGamb lands us safely and steadily, by the book.
- CameronDietrich visits local bars, to hear the gossip.
- He meets a good contact; Cameron tries to plant doubt about the Imperial propoganda.
- Kader, Fix't, and Renkov rent a hoversled and try to deliver the flowers
- They come across a protest; two angry groups shouting-- humans v. rodents.
- The three decide to backtrack and pick a new path
- Dun dun dun... the new path is clear, but for a few thugs.
- The thugs have crew cuts and blasters, not your average thugs
- A fight breaks out; Kader drops a couple, but the last gets in hurty blows against both Fix't and Renkov before he's dropped.
- (More cool fight description can be added, if you like)
- Fix't's gun attracts attention; Cameron drops his conversation and races to join the three
- The three, hearing the angry mobs approaching, decides to retreat the way they came
- Renkov sees (but doesn't investiagate or act on) a flash from the roof
- Cameron arrives on scene, about the same time as the mob.
- The flash resolves into a sniper scope.
- Blaster fire (from the sniper) sends the mob into violence
- As the Ilthorians look around for a target fortunately (or not) Cameron finally appears and somehow finds himself in the middle of the croud. Suddenly another shot is fired from the ledge of the building taking down a couple of the rodents. Having seen the sniper pull his gun back Cameron runs across the street to the entrance of the building from which the shots were fired. He uses his vibroblade to cut around the door lock and enter the deserted lobby of the building. Cameron hears the sniper rushing down the stairs and hugs the wall closest to where the sniper will appear. As the sniper continues his breakneck descent of the stairs and finally appears Cameron takes a single stun shot on the sniper and puts him down. As he is searching the body he comes across a couple of grenades and takes those and the sniper rifle to the door
- While the mob's distracted and looking around, five brownshirts draw blasters to decimate the mob. Seeing this action from across the street Cameron fires at the brown shirts putting one down.
- A gunfight ensues and Cameron finds himself out numbered and out gunned.
- Cameron wisely calls for backup.
- Meanwhile, Fix't has fixed itself and Renkov.
- The three flank the ambushers, who are distracted by Cameron's fire.
- A brief and nasty fight breaks out; the brownshirts fall to blaster fire and one of the grenades Cameron found.
- As one of the brown shirts flees he shoots his wounded partner in the head and rushes around the corner. In chasing down another member Cameron leaves the grenade and utility belt and shoots the enemy as he is trying to carry his wounded partner to safety. Sniper regains consciousness picks up the grenade at lobs it at the heros. He is finally subdued
- Fight over, group victorious and largely unwounded.
- Three downed people (1 from each group) are loaded on the hover sled.
- Group breaks into a dusty warehouse where Cameron and Renkov decide to get some answers.
- Fix't and Kader make the flower delivery to Ilthorian.
- They get another angle on the recent conflict.
- Fix't gets a lead on some parts stores; leaves to make a trade for satellite tech.
- Kader gathers a few rats to witness the confessions of the interrogation
- Meanwhile, Cameron and Renkov get a few answers and a few lies.
- Kader and Rats show up and hide while they confess.
- They're turned over to the Rats for revenge.
- Meanwhile, Fix't has traded for his satellite jammer components
- All but Fix't are worried about the divisions; an urgent report home seems necessary.
- END SESSION TWO
Session Three
(I waited way too long before writing-- details have faded. Be our distributed brain!)
- The PCs discuss options and responses
- They decide that their mission is observation, so they'll not interfere greatly
- Everyone does stuff:
- Fix't prepares an audio broadcast satellite
- Kader prepares a report urging immediate intervention
- Courses are plotted, etc.
- They lift off and hop away (1 hour microjump)
- Transmit details of planet and appeal for immediate intervention
- Plus, they hint that there's more behind the moon... if you don't hear from us, that's what got us.
- Hop back "off course", behind the moon
- See two assault shuttles & 1 modular capital ship
- Scan w/ active sensors and get caught
- Get threatened a bit; adjust course to avoid intercept
- Descend to planet, kicking out the rebroadcasting audio satellite
- Get minimal cargo (seeds) for hop to next planet
- Depart
- Cut scene: Twelve hours later, they finally find the sattelite (that's been overwriting their audio tracks with Rat broadcasts) & pull it in. An officer from the ship starts to disassemble it... and gets a nasty shock.
- We pop out of hyperspace... there's a big rock in the shipping lanes
- There's also a fight going on
- Rebel Alliance fighters vs. a gambling cruise ship
- The ship is protected by three TIE fighters latched to the hull doing escort duty
- We aid the ship
- Much fighting; mostly the TIEs take out the raiders with us playing distraction
- We hear the raiders transmissions all come from one "master ship"
- Once the tide is turned, the cruise ship recalls the TIEs, leaving us to fight the remaining raiders alone
- Fortunately, we convince the TIE to take a final shot, clearing the raiders away
- The cruise ship ignores our data indicating the raiders are actually droids
- We commence salvage
- There's some good stuff that we haul in (Cameron does most of it)
- Including a cool ion cannon
- But, in the process, we knock out our sensors
- END SESSION THREE
SessionsOneTwoThree
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