Gaming

Star Wars Campaigns Revisited #8 – Onslaught at Arda I

The first published adventures (Part 2 of 3)

The three adventures of which this is the second ran for 18 sessions in total.

Each of the adventures here are decent in size and could quite easily be extended. As mentioned in previous posts don’t read further if you want to avoid spoilers as this reveals a lot of what my players did in the story.

Age of Rebellion – Adventure “Onslaught at Arda I”

Ran for 8 sessions from the 15th of December 2017 to the 6th of April 2018.

This adventure is about rebels returning home for some R&R only for the Empire to show up and ruin their fun. It then goes into what happens when you have to set up shop elsewhere while having continual trouble hanging onto leaders.

In the beginning they almost start off being thrown in the brig for insubordination. The characters at this time are not “Heroes of the Rebellion” so they don’t even hold a officer level rank beyond Ensign (for the commander character). This is not really anything new in an RPG session but the players were not expecting to be called on it and be punished with tedious activities and cleaning detail. The non-rebel characters are given instructions not to stray but were allowed to stay in the hanger with military supervision. The remaining rebels were given a brief tour of the facilities before being brought to the commander of the base for a debrief, and possible mission.

During this time the Empire shows up and some key personnel are killed in a suspicious explosion that left the commander relying on the Diplomat of the group to take the lead and coordinate the defenses while starting an evacuation. The party help slow down the Empire by managing to let loose traps laid by the rebel general. During the evacuation they managed to activate the self destruct of the base. Unfortunately they timed it badly and the rebel general did not make it out thanks to the timer going off 5 minutes early.

So now with a new rebel leader in charge at the next base they are put on lock-down with the rest of the new arrivals until the base can be secured. This included weapons in the armoury, unless they are on patrol. As the group felt naked without their arsenal they volunteered to explore the area around the new base and set up sentinel towers to warn of approach. It’s here they manage to find a temple with strange runes that interact with their force wielding members and obtain some creatures samples. It’s here they discover intelligence that points to a saboteur. Feeling they may be getting set up they started their own counter intelligence operation to flush anyone out (two players had counter-intelligence as their duty). In the process of making an accusation they lost their commander as the spy used them to help make their escape.

At this point there were a few arguments from players who felt railroaded by the story and in hindsight I should have let them end the story at this point (like the previous adventure) but I wanted them to experience what was on offer. So I let them get away and the third part of the adventure was now available. The other option was to allow the players to shoot the spy while they were escaping with the commander and it would have been amusing to have them spend a destiny point here; to allow the shot, hit the target and then being arrested or executed for killing the commander of the base. As they would have used a destiny point to make the shot they could not then use another on the same action as only one per round. It would have made an interesting end to the story line but it would have received more complaints and possible campaign rage quit as some players don’t take well to repercussions to actions that are negative.

So they got on their own speeder bikes and followed the spy but were unable to reach them before they got onto their ship. They watched it take off, while complaining about not being able to destroy the engines with their handheld blasters, and had to return to base to try and make sense of what was happening.

They traced the lineage of the spy to a homeworld and made their way there. Upon arrival they wined and dined the Imperial Governor, and made a deal with the local Hutt gangster creating a fictitious “Ali the Hutt” alias for pinning the crimes on they wished not to be attributed to themselves. They discover in the process that a sister of one of the characters still lives and joined Imperial intelligence; later discovering she also wielded the power of the dark side as they arrived on the scene of the spy’s last stand.

Approaching the mansion the spy was hiding in, the rebel gunner makes a triumphant entry by flying a speeder Solo style (ie. sideways!). They stabilise the dying spy and chase down the commander and take out at AT-ST with the use of the Force. They successfully get the commander out of the system and en-route to the base the spy is ejected into space in an escape pod before the rebels in the party execute them (due to the party discussions had at the time). Only one of the PC’s knew when it happened so that the others could not later track him down.

And this was a successful conclusion to the storyline, even though it required player arguments on wanting to break the story.

Episodes of the adventure:

  • Introduction (8 pages)
  • The Battle of the Gauntlet (34 pages)
  • Uncharted Territory (26 pages)
  • Rendezvous at Ord Randama (24 pages)

Set on Arda I, Arda System, Gordian Reach Sector, Outer Rim Territories, you get to meet the following characters in the adventure (Rival unless specified):

  • Senior Advisor Setanna Hase, human (nemesis)
  • General Ran Niall, human (nemesis)
  • Commander Danel Qurno, duros (nemesis)
  • Captain Harl Bess, human
  • Urel Haydon, human
  • Doctor Lorren Morrick, human
  • Major Yalor, Sullustan
  • Clik, Verpine
  • Arda I Viper Probe Droid
  • Doran’enok (creature at personal scale)
  • Imeprial Vehicle Corps
  • Imperial Sandtrooper (minion)
  • Captain Belrekk (nemesis)
  • Imperial Sandtrooper Sergeant
  • Tam Blackstar
  • Arda I TIE Pilot (minion)

Set on Jagomir, Jaga’s Cluster, Esstran Sector, Outer Rim Territories, you get to meet the following characters in the adventure (Rival unless specified):

  • Evarrian Hunter
  • Evarrian Queen (nemesis)
  • Evarrian Larva (minion)
  • Jagomiri Swamp Stalker (minion)
  • Bog Spitter
  • Dream Shimmer
  • Azurdactyl
  • Tunneling Garrix (nemesis)
  • Dorrian Vodani, Dressellian Pilot
  • Isstharr, Wookiee Warrior
  • Lt. Masi Qual, Bothan Spy
  • Lt. Rik Torrence, Human Pilot
  • Urtuaa Haaot, Ithorian Diplomat
  • VX-19, Engineer Droid
  • Var Narrex, Lieutenant Field Assistant (nemesis)
  • Autoturret

Set on Ord Radama, Esstran Sector, Outer Rim Territories, you get to meet the following characters in the adventure (Rival unless specified):

  • Spaceport Official
  • Haril Zense, Rebel Spy
  • Ellor Orgraal, Imperial Governor (nemesis)
  • Ord Radama Security Officer (minion)
  • Malau Jocaos, Imperial Intelligence Agent (nemesis)
  • Barrows’ Thug (minion)
  • Devlikk (minion)
  • Narralla
  • Imperial Stormtrooper (minion) – appears twice
  • Commander Treaska

Equipment introduced in the adventure:

  • Arda I Anti-Vehicle Laser Cannon
  • Arda I Anti-Infantry Laser Cannon

Vehicles introduced in the adventure:

  • Doran’enok (creature at vehicle scale)
  • Z-95-AF4 Headhunter
  • Alliance T-47 Sandspeeder
  • All-Terrain Scout Transport – appears twice
  • Tam Blackstar’s TIE Hunter
  • TIE/LN Interceptor
  • TIE/LN Starfighter
  • MSP-100 Ptropter Hover Pod
  • JM-5000 Jumpmaster Long Range Scout
  • The Eternal Wrath, Intedictor Star Destroyer
  • Ord Radama Landspeeder
  • Zephyr-G Swoop

The Dark Elf Posts:

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