ToH Age of Rebellion

Fifteenth Session
When did this become Silent Hill?

We start off basically right where we left off…

We do some fumbling around trying to figure out who the traitor at the base is, and then we get sent to scout out an abandoned pirate base elsewhere on Jagomir. What could POSSIBLY go wrong?!

We land our Mystery Machine and start hiking off towards the pirate base. We get attacked by some large, disgusting swamp things, but manage to drive them off.

Arriving at the base, we get attacked by MORE of them! And they actually rough the party up a bit, but then we take them out, and for now, are alone in the mists…

Fourteenth Session

We return in media res, with most of the party trying to hold off waves of zombie droids. It takes a lot of running and some important lessons about how ammo works in the SWAOR ‘verse, but we do manage to fight our way free, getting back to our beautiful, beautiful ship.

Yan pilots the Dragon out of the death ship, and jumps to light speed just as weapons arrays start to come online and target us.

The team arrives at Jagomir(with a Y), and it’s a swampy hellhole with flying lizard things! 

We spend some time trying to help build the base, etc. 

We get sent to meet with Commander Quarno. He compliments us for how much crap we got done on Arda, and are sent to the MedBay to check in on our scouts – they were attacked by some… thing out in the swamp mists.

The party receives 4 emergency repair packs, one backpack satphone, 2 stimpacks, and 1 unit of antivenom, and we head out!

Splish, splash, yay swamp! Until we get attacked by giant centipedes! And then it’s no longer fun… We fight ‘em off, with a lot of painful fighting, and it’s possibly a hive that the scouts disturbed the nest of.

When we get back, the bartender, Urel Hayden, asks for an update and gives us a new lead. 

Back in the base, we explore various options for advancing our investigation. We also modify our speeder van, adding a turret-mounted antipersonnel weapon! It’s jerry-rigged as fuck, and couldn’t POSSIBLY ever go wrong!

The secretary, Haaot, is still our primary suspect. Active approaches appear not to have a lot of success… The next time, we’re gonna try bugging his commlink!

Thirteenth Session
The Ghost Ships

We start out en route to the new Rebel base, “Resolute Base” in Jagomir. During travel time, various XP expenditures happen.

We’re making the jump sequence into the cluster masking the base when we’re dropped out of hyperspace by the proximity alarm – some kind of very large mass is in our way. We are in the Black, with nothing else in sight under the cold stars.

Yan is in the cockpit, and uses the sensors – there’s actually two ships that seemingly collided. There are fluctuating and weak electrical signals, no life sensors. They are broadcasting an SOS

It seems that the ships collided in hyperspace, fusing together. One is a Space Truck, one is unknown. 

We pull into the hangar bay on the unknown ship – live support, including gravity, are online. The ship’s records from the isolated terminal indicate the accident happened around 50 years ago.

We all depart our ship, and go to leave, but the door is dead. After it gets cranked open, we slowly make our way to the bridge. As we go, we encounter droids behaving in VERY fucked-up ways – repeatedly polishing the floor in rooms that are exposed to vacuum, welding themselves into bulkheads, etc. Some are doing actual useful labor, but the whole thing is creepy. The lights also tend to go on in big, chunking sections, then short out their power conduits and go dark.

As we get closer to the bridge, the lights get more stable. That door doesn’t open for us, but Tuka is able to open it. Inside there’s an empty bridge, with no bodies. There’s one combat droid present.

Yan tries to turn on the engineering console, and the … hyperdrive starts to spool up. The droid also comes to life, repeatedly asking “Who are you?” And “why are you here?” And responding with “You don’t belong here.” in an endless loop.

The droid gets beheaded, and everybody starts booking it for Engineering, where Yan hopes to disable the hyperdrive. All the droids on the ship have gone hostile, although their ability to interfere with us is pretty minimal. They get angrier and angrier as we have to kill them, but aren’t able to do much.

When we get to engineering, the door doesn’t open all the way. Yan and Tuka jump inside, while the others wait outside and hold off the angry droid horde. Inside, Yan is able to disable the hyperdrive while keeping the power on!

We head for the armory on board, and end up prying the door open(with two threat), as we have to close for the night.

Twelfth Session
Fly, you fools!

As we exit the main hangar in 3 ships, we hear an announcement – “The final transport is leaving the hangar, all available pilots please act as escort.”

As we exit the hangar, we are met by a group of TIEs, and a long-ish battle ensues! 

Afterwards… there’s still a really unfortunate number of death triangles up in the sky. We do, however, manage to escape before death starts raining down.

We rendezvous with the Rebel fleet in the Eedoq system – after some waiting…

There’s a bit of a stirring speech, and we’re summoned into a meeting with a fleet commander – Setenna Hass. She tells us there’s a fallback plan, and…. It’s on a swampy hellhole. Yay us?

We took out Darkblade Squadron, as it ended up. They damaged us good, but we KILLED ‘em.

Eleventh Session
No boom today - big boom tomorrow, though.

We arrive back at the hangar bay, and there’s a mad scramble in progress – everyone is trying to pack up as much crap as possible while Rebel troopers advance towards the fighting, which is going to be RIGHT BEHIND US any moment now.

There’s some combat, and we kill a lot of sand troopers!

Tuka notices someone in a rebel uniform attaching another of those weird transmitters to a wall, and she snags it.

We encounter the retired spy/bartender who drops off the plot hook! He tells us the Rebel commanders are unwilling to follow protocol and evacuate while they have the chance.

“Mandalorian Extraction” is the designated term for force-rescuing someone when they’re stupid. Thankfully, that’s a fairly easy process, and they agree to skedaddle. As we escort our designees to their shuttle, we run into a mook who tasks us with setting the base’s generators to self-destruct.

The party reunites, and we take off to the generators. As Yan sets things to go boom, the C&C room fill up with Sand Troopers. Yan seals the blast doors, and the party escapes through some ventilation ducts.

We encounter a commander-type stormtrooper with some backup, but he didn’t bring nearly enough army with him, and they all die fairly painfully.

Back at the hangar, we split up into a few ships. Jade, an X-Wing, and an A-Wing. 

Tenth Session
Boom today! And probably boom tomorrow!


We arrive at our base as the Imperial forces start coming in. Our communicators ping as our ship is getting refueled/serviced, and we’re sent to navigate a bunch of tunnels, set up explosives, and get ready to crush the incoming AT-ATs with landslides.

The tunnels are tricky, and we’re asked for help by soldiers caught in a landslide, as Imperial attacks rain down.

We briefly split the party, with Ry and Morduu staying behind to help the landslide. The rest of the party encounters a Doran-Enok(Lizard of Unusual Size), and kill it. 

We find some gunner seats, and Dir Lop pew pews!

We make it to the right place for the boom boom, and take out 4 AT-ATs out of the 6 that are approaching.

The Sand Troopers emerge from the AT-ATs, and take fire from our antipersonnel weapons, before we return to the hangar to GTFO Dodge.

Ninth Session
A title crawl? Aw, shit.

When last we left our intrepid adventurers, we’d stolen a ship and were on our way back to the base.

We’ve hit the 100 Duty barrier, so we level up with the Rebellion, getting promotions and some land-travel gear TBD.

While back in base…

Res is working on his jetpack flying.

Dir Lop is helping out with the ship, and is getting his e-web back.

Tuka hangs out, talking to Urel.

Morduu – is drinking and collecting rumors.

Cado helps with the ship, throws rocks at Res, and keeps an eye on Dir Lop.

Yan helps out with the ship, and does research on technologies that might help the Rebellion.

The Jade Dragon gets all fixed up, and we’re assigned to what should be a milk run to the ruins of Alderaan. 

We make it there safely, and launch a tribute capsule in the specified manner.

Our contact ship arrives, and we grab a bunch of supplies, and head back to Arda One. When we approach the Gauntlet(entrance to the base) the music changes, and…


The transponders that normally guide us through the Gauntlet are down, so we have to fly in using Visual Flight Rules – en route, we get attacked by the lizards that live in the canyon – 3 meters tall with a rumored ability to spit acid, and wings, because fuck you that’s why. Doran-Enok, is what they’re called.

Yan and Res come up with a plan to blast the Doran-Enok with radio waves, as they seem to communicate and/or emit RF frequencies.

Back at the base, it’s not the lizards fucking with the comms, it’s something else. This could be linked to the Imperial hunt for the ongoing rebellion. We’re sent out on small speeders for patrol. While on patrol, we discover a small Imperial-marked device that is the source of the jamming. We phone it in to base, and are ordered to investigate another anomaly in a different sector. That turns out to be one of the same espionage droids seen in Ep. V, and after we kill it, an Imperial assault force appears – complete with Star Destroyers. 

6 large transports are ending at the end of the Gauntlet, disgorging troops. TIE Bombers are incoming. Two squadrons of regular TIE Fighters. The Imperial Transports are Theta-class AT-AT carriers, each with one walker aboard. One squadron of TIEs includes some of the new Interceptor models. 

We report this in and are ordered to haul ass back to base. Yan and Rys manage to turn the Imperial beacon back on, and toss it out to try to rile up the lizards to give the Imperials a warm welcome.

We make it back to the base, and it’s an anthill swarm of activity. The entire base is scrambling to begin evacuating, since nobody wants to be here when the Imperials actually arrive.

Eighth Session
A Pirate's Life for We...

We open where we left – the PCs in a cargo box, hopefully on the right ship. We get transported around, then seem to settle. The party sneaks out of the box, and starts, roughly at first, sneaking around the ship we’re on.

We kill a couple of Stormtroopers who were in the hangar bay, then access a computer system and get a crew listing and schematics of the ship. The ship is big, 400 meters long, but there are fast-transit cargo tubes we can use…

We crash a cargo carrier into the guard station at the fore end of the cargo tube, and the guards quickly die. The Bridge was alerted and the Captain was able to scramble his crew into battle stations, but a brief firefight later, we have the bridge!

Yan commands the XO to sound general evac, and we drop out of hyperspace to let the crew and marines evacuate. And we take the ship back to the Rebel base!

Coincidentally, there was a specific crate we notice with various goodies for each of us! :D 

+15XP for everyone, +5 Duty.

Seventh Session
Clipboards are magic!

We’re being sent after the Perlemian Haul, a collection of rumors about a top secret Imperial trade convoy.

We’re to go to Martle Station and try to infiltrate a specific ship in the convoy – M-226. The target will be specified by Ryan later. It’s supposedly carrying a captured Rebel intelligence team, who achieved their primary objective but were captured on the way out.

Martle Station is a shithole around an even worse planet. An ancient platform has a small garrison, a small squad of TIE fighters, and corrupt officials. 

When we land on the station, Passik’s Oddities is where we’re pointed for … things. The owner is friendly, and our contact. He has uniforms for Imperial officers – lieutenants. 

Yan and Tuka bluff their way into the Imperial command center on the station, namedropping like mad, and get access to the command center. Everyone responds to barked orders, a clipboard, and names of superiors, after all… Tuka walks around, lifting data pads and getting data that will be useful to the Rebellion. Yan pokes at computer terminals while Jade raids everything it can get its hands on. There will be a large cargo transfer in approx. 10 hours. 

People do some shopping, then we get some sleep. 

The next day, we smuggle a remote-activated bomb into a cargo container full of paper goods, and seem to successfully stow away inside an empty one – we moved, and as far as we can tell, we’re on our target, M-226.

Sixth Session
Humor and skulduggery

Last game, we were ordered to find out who was responsible for the droid attack.

There was a modified restraining bolt from TTC on all of the affected droids, which seems like our best lead.

Teagan is in the Quimar Sector, and has a huge business in protocol droids. Teagan Tech Consortium just released its new model, a soft-shelled protocol droid marketed as a human-like android. The main race are the “short and mysterious Devon”, and their hearing mechanism is completely different from most species.

We navigate there uneventfully, and the spaceport seems disproportionately large for the planet – perhaps an attempt to bring in large cargo ships. Also, only natives and a LOT of droids around. A loooooot. 

We get to TTC, and a very helpful salesperson is… very puzzled by our request. He is able to verify that the “restraining” bolt we have is one of their products, but had been modified post-manufacture by its customer. A minor bribe, and we get the name of the buyer – Kwymar Automation LTD, here on Teagan. 

Kwymar is carefully groomed to appear deserted, but there are subtle clues that the place is active. Tuka and the sneaky sorts get inside, and see on the security system that the captain that sold us the droids had picked them up from Kwymar.

We infiltrate the warehouse, noisily, and sneak into attack position. A protocol droid orders us to come out with our hands up, and we settle for coming up with weapons drawn. We start shooting -blindly. And NOBODY manages to nail their perception check. “Holy shit, they have a rancor!” “That’s not a rancor, it’s a Sarlacc!” “You’re both wrong – it’s A FUCKING AT-AT!” We can’t see shit, but we still shoot well – and obliterate 4 protocol droids. The last remaining one has a full C-3PO hissy fit and freaks out running towards a very shiny shuttlecraft.

A zany chase ensues, with the droid running for the shuttle, Cado running after the droid, and Rys running after them both… meeting a squad of 5 Stormtroopers who were coming down the ramp to aid the droids.

There’s a heated shootout, and things get REALLY hairy when reinforcements come in – although the tide turns again when the first mate flees with the shuttle, the goods, and his pride. But we do capture the captain of the crew that sold us the droids. Except she’s not really a pirate, she’s an Imperial lieutenant in Intelligence – Hura Kogler, daughter of legendary Imperial Intelligence officer Hyndis Kogler. Her father will kill us if he catches us, so we take her with us!

We get a lot of useful data, and Alliance High Command rewards us with congratulations and commendations. And no money! No, we get money. 750 credits, most of us get +10 Duty, and +15XP.


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