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The Horde Invasion
Legends of the Old Republic: The Horde Invasion Episode 3
This week's adventure went fairly well, considering halfway through it I was
wondering how to get it back on track.
When we last left our team of Jedi, they had heard news that the Republic
Taskforce had been defeated by the Horde at Li Yong. They left with the
Medical Frigate to perform search and rescue for any survivors. Dag used his
freighter to pick up survivors and crashed pilots on the mountainous planet
below, gathering them together in one staging area/triage.
Once the main work was over, they pick up their sensors register a crashed
Horde fighter on the mountainside, so they go in to investigate, hoping to
find some clues or techno-goodies. They land their freighter, the Corellian
Queen, on a glacial morraine about a half-mile downhill from the crash-site.
Dag (the freighter captain), Zsa-Zsa (the Gun-gan Jedi Mystic), and Alex
(the human Jedi) climb the mountainside and crested a ridge, finding the
crashed fighter wedged tail-up in a low crevasse like a crashed kite, and
the mountainside continued up the other side. The fighter's cargo bay had
ruptured and furs, skins, tents, and supplies lay scattered about. As they
begin to go down towards the fighter, they take fire from the other side of
the crevasse. They duck from cover and Dag returns fire. Alex's cover
wasn't good enough and takes a Mortal Wound to his head. Zsa-Zsa pulls him
to safety and tends to him as Dag and the attacker exchange blaster fire.
Alex is near death, and calls upon the power of the Force to heal him back
to Wounded (Reduce Injury). Zsa-Zsa returns him to consciousness and reduces
his pain. Dag provided cover fire while Zsa-Zsa took Alex back over the
ridge to safety.
The Barbarian takes a chance and runs down towards his fighter but Dag
scores a hit on him. It barely slows the Barbarian down and he gets to cover
behind his fighter. Dag descends and rounds the upturned fighter only to get
clocked. Dag falls to the ground. The Barbarian straddles Dag and begins to
strangle him with his powered gauntlet. Dag passes out.
Ahrahm, the Elomani Jedi waiting on the ship,was alerted to the danger by
seeing blaster fire above the ridge, arrives at the scene several minutes
later (passing Alex and Zsa Zsa on the way up). He cuts through the
fighter's wing with his lightsaber and finds Dag tied to the fighter, his
shirt pulled open and a strange glyph cut into his chest. The Barbarian,
suprised by Ahrahm's attack. He shot at Ahram, who used the Force to hurl
rocks at him, finally incapacitating the Barbarian. As a final note of
disgust, and as a sign of Ahrahm's inner battle with his emotions vs. his
control as a Jedi, Ahrahm kicked the unconscious Barbarian hard, gaining a
Dark Side Point. Later, Ahrahm revived the Barbarian and probed his memory
for the past 24 hours, learning of the Horde tactics and mentality.
The team unpacked their new engineering droid, Zero-One, a new Binary model
engineering droid with two independent bodies but one shared brain, and
ordered it to disassemble the crashed fighter's engines for tranport in
their freighter. Zsa-Zsa returns to the crash site, only to see Dag and
Ahrahm returning to the ship. Creeped out by the bound Barbarian, she soon
flees back to the ship behind them. The Barbarian wakes later and flees the
scene.
While at the ship, they receive new orders from the Jedi council to
rendesvous with the Republic Fleet gathering at Chador, 10 days away. They
leave after loading the disassembled engines.
On the way there, they stop at Bakki Station, a deep space way-station at a
Hyperspace lane crossing. Most ships travelling from the Outer Rim to the
Mid Rim stop here, as Tattooine hasn't been settled yet in my campaign. The
station is swamped with refugees fleeing the Horde invasion. Service is
slow, and they are told to expect a 15-hour wait before their ship is
readied for the rest of the jouney.
While gathering money to pay for the services, Dag notices one of the
Dactaris is fake. It was won by Quarllen, his gambling Chadri-Fan co-pilot
at Bakki Station on their way out. He examines it to discover that it
contains a datachip. He gives the Datachip to One who plugs the data into a
computer readout. In it are bank access codes, all the codes neccesary to
gain access to the entire vault. The bank is right here on Bakki Station!
Dag considers the possibilities, but the Jedi chide him.
Not long after the discovery, there is a call for Quarllen, a well-dressed
Twi-Lek, saying she represents Captain Belial, is looking for him. The team
lie and tell her he stayed with the Republic Task Force at Li Yong. She
acquiesces and breaks contact. Soon after there is a knock at their airlock.
A safety inspector and maintenance crew has arrived, 10 hours ahead of
schedule. They hide Quarllen in the smuggling compartment then let them in,
and the inspectors begin to search the entire ship, even rummaging through
computer files. At one point, one of the technicians sees Ahrahm palm the
Datachip from One. The jig up, Dag confronts the Inspector. With help from
some Jedi Mind Tricks, and some humiliating treatment by Dag, the
maintenance crew quickly reveal themselves to be agents of Captain Belial,
the local crime-lord, who's looking for the Datachip. Unbeknownst to them,
the Safety Inspector activated a small distress signal in his pocket.
Responding to the distress signal, there is another knock at the door. It is
the well-dressed Twi-Lek woman with a datapad. She hands it to Alex. It is a
message from Captain Belial, who invites them to dinner at the Null-Gee Bar
in the commercial dome to discuss purchasing the datachip and releasing his
agents. The team agrees.
They go to the bar and meet Captain Belial, the midget captain, his
lumbering War Droid Castrati, and his entourage, including a young man of
slight build and some thugs. They haggle with Captain Belial and sell the
datachip and the technicians back to him in exchange for 2500 dactaris and
priority maintenance on their ship so they can leave. He agrees (he got off
easy, I was prepared to offer the players up to 10,000, but they caved
early, HAH!). During negotians, Alex is suprised to discover that the young
man does not register as a life-form. No thoughts, no life, nothing! Belial
informs Dag that if he read the chip, the chip would tell him, and he'd kill
him. Dag gulped. The young man retrieves the the datachip from Zsa-Zsa
across the bar. The young man plugged the chip into the reader, noticing it
had been read. He erases the evidence, and gives it to Belial, happy that it
had not been read.
On the way back to the ship, they are escorted by the young of slight build
and a thug. After the exchange, the young man introduces himself as Neo and
asks Dag if he can join his crew. He was only passing through when he was
stranded on Bakki Station. He only worked for Captain Belial as a droid
technician and Data Slicer because it was the only work he could get, and he
can't leave the station because all the ship's are full with refugees. Dag's
was the only ship with room. Neo told Dag about the chip erasure and Dag
agreed to let the kid stay.
Dag then went and worked a deal with Furlough Kuat, a fat grease-stained
woman in cover-alls who operated the little known Kuat Shipyards on Bakki
Station, to sell her the Horde engines in exchange for 4% of all profits.
Furlough agreed and took them off his hands. He had the papers drawn up all
legal and everything. Furlough also told Dag to be careful because Belial's
men in the Dockworker's Guild were intentionally slowing down ship
maintenance, but she didn't know why. For whatever reason, Belial was
keeping all these ships delayed here as long as possible on purpose. Dag was
in a good mood when he returned to his ship. Neo had inspected the
maintenance crew's work and was satisfied with the results. It was late and
everyone was in bed, except Neo, who was up talking to Zero-One.
Dag was standing under the skylight in his ship, looking up, when he saw the
asteroid appear, followed by thousands of fighters! He shouted and ran to
the cockpit, breaking moorings. Bakki Station was actually ordering all
docked ships to remain docked and wasn't supplying clearance for departure.
Neo recognized the controller as one of Belial's men.
Dag put the ship into evasive maneuvers as three Horde fighters swooped down
on him. Neo tried to work the shields (with 1D, HAH!) and Alex took a gun
turret. They took the freighter through the densly packed traffic of the
Bakki Station docking tower, weaving between much larger bulk freighters and
passenger liners. They managed to lose one of the fighters, but the other
two were still on them. Alex shot one for superficial damage, but they were
taking a beating, losing their lateral thrusters. Just as one Horde fighter
got a final lock-on, and they were dead meat, Dag made the jump Hyperspace,
hoping that by sheer luck they wouldn't be lost forever in the void. By some
miracle, they were on course (Dag spent a Force Point, otherwise their ship
would have lost all power from the next shot) and going to Chador!
They arrived at the Republic Fleet Base at Chador, the Star Wars equivalent
to Pearl Harbor in Hawaii. There were hundreds of huge ships, battleships,
dreadnoughts, carriers, destroyers, and cruisers, all massing for defense
against the Horde. Dag cursed the fact that he's very likely lost his
business venture. They were ordered by the comm officer on the Republic
Flagship, "Triumphant", to report to the Jedi Council gathered in the War
Room for debriefing.
The game ended with the image of the hundreds of gigantic ships orbiting
high above the warm ocean-planet Chador.
***POST GAME WRAP-UP***
As always, I threw in a "Next week, on The Horde Invasion..", next week, the
team will be sent to Nal Hutta to obtain the aid of the Hutts in fighting
the Horde. They will be able to promise them the small unsettled planet
Tattooine, in the path of the Horde, in exchange for its defense. I will
also introduce Natar, the Hutt Jedi*, and they will learn many secrets of
the Horde.
The game went very well. The whole fighter scene was supposed to be resolved
quickly, but my boy rolled really well and kicked some arse. It took longer
than I thought and I was worried I wouldn't get to my planned Bakki Station
scenes, but it got there. Also, Quarllen's player was absent, which boded
poorly for much of my plans revovled around Quarllen and his money. Luckily,
I was able to pull it off. I was especially proud of the Safety
Inspection-as-search-team idea. That was very impromptu.
The addition of the new player, Kevin, who played Neo, went very well too.
His addition was fluid and had rationale, as opposed to just showing up! He
also helped to further the plot along as well! His character is very
interesting, and has a bizzare secret that the other Players are beginning
to guess. Once again, I can't wait until next week.
* Hutt Jedi. It is my opinion that Hutts are not biologically immune to
Force use. It is my opinion, based on when Ben said "The Force has a strong
influence on the weak minded" that Jabba was just a very powerful mind. I
felt that giving all Hutts force invulnerability was basing the entire
species on a statistical sampling of one representative. For the same
reasons, just because the only two Hutts we've ever seen in a movie, Jabba
and his companion in TPM, were bloated and corpulent, doesn't mean that
every member of his species is bloated and corpulent. If you were to see two
humans in your life, and both those humans weighted 350 lbs, would you then
conclude that ALL Humans were bloated and corpulent? The Hutts in all the
comics and books are all fat and slimy. I feel that is an unfair and hasty
assumption. At no point in Return of the Jedi does it say that all Hutts are
fat and slimy, nor are they ALL resistant to the Force.
In response, I created Natar, the Hutt Jedi. He is somewhat lean, mean,
Force-using fighting machine. He actually has a neck, is very muscular, and
moved around like a Naga from AD&D. He's not lithe by any means, but he's a
far cry from Jabba and his decadence.
***SPOILERS BELOW***
***GM'S ONLY***
***HIGHLIGHT TO READ***
In the coming games, they will hopefully discover the secret to stop the
Horde: defeat Kron, the link that holds all the barbarian tribes together.
However, once they do that, they will still face the awesome power of Kron's
ally, Paegana the Sith Witch. To defeat her, they must enlist the aid of the
only being with the knowledge of how she was defeated a thousand years ago,
the deatlhess wizard, Kascheij Bessmertni! A thousand years ago, Paegana was
defeated, but the details of her defeat were supressed because it involved
using the Dark Side to fight the Dark Side. Kasheij Bessmertni's aid brought
about her downfall, and in return, he too was banished to a remote world
where he could not die. There, they must pass three tests to gain his aid,
but Kascheij is untrustworthy, so they must be careful once they have his
aid. Only then will they be able to defeat Paegana's evil!
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