B.Y.O.V.


Role Playing Game Club




Contents:
Campaign Background Timeline


3000 years Pre-ANH:
Naga Sadow rebels against the reigning Dark Lord of the Sith, and begins roaming the galaxy perfecting the arts of Sith alchemy along with his apprentice, Draxinar. After founding a temple on the outskirts of the Tapani Empire, Draxinar attempts to kill Naga Sadow and take his place. Naga Sadow is ready for this, however, and is more powerful than Draxinar. Naga uses Draxinar's spirit to create a Sword of the Sith. He also uses some of the residual energy to create three other artifacts: a ring, an amulet, and an earring. Later Naga Sadow establishes himself on Yavin IV where he creates the Massassi people and is later defeated by the Jedi. After that the Draxinar artifacts, and many others created by Naga Sadow, are lost. Sometime later Jedi Master Ood Banar records the history of the destruction of Naga Sadow in a holocron.

1000 years Pre-ANH:
The artifacts lay buried for over a thousand years when other Sith lords find them and use them to try to revive the Mecrossa Order in the Tapani Sector. After another purge of the Mecrossa by the Jedi, the artifacts are lost again.

200 years Pre-ANH:
Jedi Knight and battlemaster Duncan Rithwell begins traveling through the Unknown Regions. His ship malfunctions, and he crashes on a small planet with an industrial age civilization that is just beginning to build its own space ships. The nations of the planet are also engaged in a centuries-old war that has left most of the planet ravaged and most of the population dead. Unable to find the parts or the expertise necessary to repair his ship, he decides to stay and aid the people of the planet to end their war. So he chooses the side he believes is more in the right, and leads their armies into battle. His army is victorious, and he starts a new era of pseudo-peace as everyone is afraid to go into battle against the man with magical powers and the pair of lightsabers. The people of the planet have no knowledge of the Force and Duncan finds no on Force sensitive, but a number of his foremost warriors form a group to follow his principles. Thus the Order of the Crescent Moon and the Silver Star is formed loosely on the tenets of the Jedi Code. Sometime later while traveling through the wilderness of the planet, Duncan disappears. Some believe he left to get away from things, while others suspect he was assassinated by those to loyal to the nations he defeated.

100 years Pre-ANH:
Using Duncan Rithwell's damaged ship as an example, scientists from the Order are able to create their own hyperdrive capable ships and begin their quest to rid the galaxy of evil based upon Duncan's black and white view of the universe. 20 years Pre-ANH:
As House Mecetti and the Empire begin their purge of House Pelagia, Pelagia realizes that if the Empire finds any of their Jedi artifacts, it will likely destroy them. The House leadership places three men in charge of making sure that this doesn't happen: Lord Jerron, Baron Kyvin, and General Talonis Meran. The three of them form a plan of action. Jerron begins making sure the Jedi artifacts locations are secure, while Kyvin begins selecting promising members of the House Guard to form a core of elite guards to protect the artifacts. Among the Jedi artifacts, Kyvin claims an ancient suit of armour and a pair of lightsabers that fit into the bracers of the armour for himself, and begins training in their use. Meanwhile, Talonis begins cataloging all of the Jedi artifacts so that if something is lost, they will know what it was and how much it can hurt them. While studying the Jedi holocrons and making lists of their contents he gets a little too involved. After talking with some of the ancient Jedi masters, he discovers that he has the ability to manipulate the Force. Studying with these Jedi masters, he begins to learn the ways of the Force. 17 years Pre-ANH:
Baron Kyvin discovers that Talonis has been studying the holocrons and learning the ways of the Force. Kyvin is furious with Talonis and fears that he will lead Imperial agents who are looking for those skilled with the Force right to them. Kyvin reveals Talonis' activities to the House leadership, and Talonis is banished. Talonis then travels to Mrlisst where he meets Professor Quel Arhris, a scholar of the Tapani history and the ancient Jedi who lived there. As Imperial influence grows on Mrlisst, Professor Arhris changes his official studies to simply Tapani history in order to avoid Imperial attention. Talonis also flees the planet and goes to Don II where he lives as a hermit. 11 years Pre-ANH:
Lord Balin Barrett, father of Caldrin and Prental, begins pursuing his interests in archaeology after his estates start to produce enough income to support themselves with little direct influence from himself. In a dig on Lynx he finds an ancient Mecrossa stronghold, and within it some of their lost artifacts. Not realizing their inate power, he brings one home with him. He gives the beautifully engraved sword he finds to his eldest son, Caldrin, as a present. Weakened after a thousand years of slumber, however, Draxinar has little power over the young man. 10 years Pre-ANH:
While at court, Caldrin and his younger brother Prental are drawn into a plot by nobles loyal to the Empire to draw Pelagia into an open war with Mecetti, thus bringing the attention of the Empire. Wishing to preserve the autonomy of the noble houses, Caldrin and Prental launch their own plot. Caldrin defects to Pelagia to warn them of the plot, perhaps subconsiously encouraged by Draxinar who wishes to be closer to the enemies who defeated him a thousand years ago. Prental looks for help where he can and draws the attention of the Mecrossa who induct him into their ranks. With both the Pelagian and Mecetti leadership notified of the plot, war is averted and House rule continues. 7 years Pre-ANH:
Finding him to be much more pliable to their wishes than his father, the Mecrossa arrange for the slow poisoning death of Balin Barret and hurry Prental to take his place. As Draxinar awakens, he gradually begins to insinuate himself into Caldrin's mind and control the young man. Hearing rumours of cahces of Jedi artifacts held by House Pelagia, he begins looking into these rumours. 5 years Pre-ANH:
Caldrin Barrett, now mostly under the control of Draxinar, is transferred to Intelligence on Procopia where he has free reign to travel as he sees fit with few questions asked. Draxinar begins searching for Naga Sadow's old temple or any of the other Sith artifacts, but is unable to. 2 years Pre-ANH:
Caldrin/Draxinar finds an abandoned stronghold from a recent war on the outskirts of the Tapani sector and in a not uncommon fit of megalomania he decides to restart the work of Naga Sadow. He contacts Prental, and tells him he has discovered a plan to insure the survival of House Mecetti. Prental wants more details, which Caldrin is unwilling to give, but agrees to help. Prental contacts the Mecrossa for help, and they send a young noble named Teldrik to meet with Caldrin. Caldrin reveals to Teldrik that he knows much of the Mecrossa's ancient involvement with the Sith, and that with his help they can regain some of that power. Teldrik reports back to the Mecrossa. The leaders of the Mecrossa are unwilling to take such a risk, but many of younger members want the Mecrossa to become a power in the galaxy again and send Teldrik back to work with Caldrin. Drax reveals the basics of Sith alchemy to Teldrik and tells him what he will need to begins experimenting. Caldrin returns to Procopia, and leaves Teldrik in charge. Teldrik makes contact with a smuggler named Portha Wrarry in order to bring in some supplies and with a pirate named Billy Dee Stone in order to acquire those goods that cannot be purchased. Teldrik also begins hiring scientists to do the research. He also hires a Mon Calamari archaelogist, Dr. Andon Clover, to begin digging through sites that Drax suggests, hoping that Dr. Clover will find some of Naga Sadow's old artifacts or equipment. 1.5 years Pre-ANH:
Scouts from the Order enter the Tapani sector and run into some of Billy Dee Stone's pirates. Seeing some of the equipment they are hauling, the scout captures one of the men, interrogates him, and begins to learn of Drax. More agents of the Order are sent to the area, and they begin searching for whatever information they can find. 1 year Pre-ANH:
As most of the equipment in Drax's labs is ready, Drax has Teldrik begin finding specimens to do research on. Drax imbues a portion of his essence into an ISB scientist whom Drax controls and uses to do his research with Imperial funds. While on Procopia, Caldrin meets Yura Ksys, captain of the of the Star Destroyer Alecto. Caldrin befriends the man, and Drax also imbues a portion of his essense into him and begins influencing the crew of the Victory-class Star Destroyer. 6 months Pre-ANH:
Dr. Clover stumbles across some of Drax's old artifacts at one of the dig sites, and has them shipped back to Teldrik. Teldrik travels to Mrlisst where he hires Professor Arhris to help identify the artifacts and Professor Elian Mordren, a cybernetics expert, to help with other aspects of the the experiments. 5 months Pre-ANH:
Prental travels to Drax's lab to see what his brother is up to. Caldrin hides most of the experiments from Prental, but shows him the artifacts and other things he is working on. While there, Drax senses that Prental has a natural affinity for the Force. Drax begins training Prental and starts him on the path to the Dark Side. 4 months Pre-ANH:
Drax arranges a meeting with Portha Wrarry on board the VSD Alecto. Portha brings his first officer, Ren'Su, and his nephew, Dasin. There they meet with Caldrin and Captain Ksys. Drax asks Portha to begin smuggling slaves for him, and Portha and Dasin, motivated by the large sum of credits promised by Drax agre. Back on Portha's ship, the Davrom's Fire, Ren'Su disagrees though and threatens to mutiny. Much of the crew agrees with Ren'Su, but the dispute is solved peacefully and most of the crew leaves. After he leaves, Ren'Su is contacted by Rain, a knight from the Order. Rain convinces Ren'Su to stay with Portha so that they can stop him. Ren'Su returns to the ship and asks Portha to take him back. Portha agrees, and they become slavers. 2 months Pre-ANH:
Prental returns to the lab on a few occassions, and starts to work with Professor Arhris to catalog artifacts. Drax informs Prental that Arhris also has Force potential, and Prental tries to train Arhris. Arhris though is not strong enough in the Force to learn much, and Prental gives up. Once the artifacts have all been examined, Arhris is locked up so that he can't reveal what he has seen. Lord Krohon, Seneschal of the Order, is captured by Drax's agents while trying to infiltrate his lab on Celanon. Although Krohon reveals little, Drax discovers that the Order is out there trying to stop him. 1 month Pre-ANH:
Impatient with some of the researchers' lack of progress, Teldrik gets more involved with their work. While hurrying one of the scientists through an experiment, one of the subjects breaks free and the scientist is killed by it. As word spreads among the researchers, some become disillusioned. Professor Mordren decides that he wants out and goes to look for his friend, Professor Arhris. He learns that Arhris has been imprisoned, and begins to realize that his employers have darker goals that he was told. He finds Arhris and the two of them try to escape. The alarm is sounded, and they free some of the test subjects as a distraction in order to cover their escape. When a group of Mecrossa assassin droids spots them they split up. Mordren is mortally wounded. Arhris escapes but is later caught and returned to his cell. In subduing the released test subjects, Teldrik himself is also killed. Drax is in the lab at the time and decides to try to save Mordren. A doctor manages to save him by transferring organs from one of the test subjects into Mordren. His arm that was mangled in the escape is also replaced with a cybernetic one. Finally, to assure his loyalty, Drax gives him the Sith necklace that was created so long ago by Naga Sadow and found recently by Dr. Clover. Not long after, Drax decides that Professor Arhris can be used for experiments. He subjects Arhris to one of his more advanced experiments, trying to create Force potential in someone through the application of pure Dark Side energy. Already being sensitive to the Force, Arhris is overloaded with power and his mind snaps. Somewhat disappointed, Drax returns Arhris to his cell. 0 ANH:
Although Captain Ksys and his crew seem to follow his will, Drax is unsure of their loyalty should the Empire declare him an enemy. He gives Naga Sadow's ring to Captain Ksys as a present, and soon Ksys too becomes a thrall to the Dark Side. Billy Dee Stone begins to become suspicious of one of his lieutenants, Red Prezin. Red, who is actually working undercover for Black Sun and the ISB catches on and flees. She returns to Black Sun to work under Vigo Sprax. During one of her assignments she meets Portha Wrarry and Ren'Su since they occassionly work for Black Sun and their ship was financed by Black Sun. 1 month post-ANH:
After the death of Telrik, the Mecrossa send another observer to Drax's lab. Although hesistant in the choice, they decide to send Javert, a young noble known for his cruel nature. ISB agent Archer Sykora publically exectutes Kerri Dee Stone, Billy Dee's sister, on a live holonet broadcast and is arrested. Plotting to use him to continue gathering intelligence while on the run, Stormtrooper Major Garn Bailor arranges for him to escape. ISB agent Tam Ultis helps Archer break out and provides him with information and equipment afterwards. After his escape, Imperial Intelligence agent Brin Jone is assigned to track him down and bring him back. 2 months post-ANH:
Working on flight plans provided by Ren'Su, the Order plans to attack the Davrom's Fire in order to slow Drax's plans and hopefully to find the location of Drax's lab which Portha Wrarry has on an encrypted datapad given to him by Drax. Unbeknownst to them, Portha has given the datapad to his nephew Dasin to hide. Telamon, one of the Knights of the Order, plans the assault to take place near the Durai asteroid belt in the Outer Rim. The Knights board Wrarry's ships and subdue the defenders quickly, and Portha is killed in the fighting. Ren'Su searches the ship, but is unable to find the datapad while Telemon interrogates the sole survivor, Portha's nephew Dasin. Checking the ship's log, Ren'Su sees that Wrarry sent a distress signal specifically directed to a nearby Imperial task force. Worried that Imperial reinforcements will arrive soon, Ren'Su and Telamon come up with another plan. They leave behind a severly beaten, yet living, Dasin on the ship and plant a homing beacon on the ship hoping that Dasin will lead them to Drax. Imperial reinforcements, however, do not arrive because Drax orders Captain Ksys not to waste his time going there. In the meantime, Dasin wakes up with his memory blank from the physical trauma and the drugs given him while Telamon tried to interrogate him. Dasin begins trying to repair the ship and eventually sets course for the nearest planet, Ord Antalaha.

Lord Wulf von Coruw, a noble of House Mecetti with ties to the Mecrossa, arranges for the marriage of his daughter Catrina to another noble of the House. With the help of her friend and local troublemaker Galen Durant, she runs away. Lord von Coruw hires a number of bounty hunters, including Volin Merrick, through his chief aide Frederick Wrentin.

Bounty hunters Gand and Nedd the Wookiee are arrested for the murder of a Melanthan noble that they were hired to kidnap in Mecetti territory. Realizing that he's just sent Catrina out into the galaxy with no idea what's she facing, Galen forges the paperwork to get Gand and Nedd released and hires them to follow and protect Catrina.

3 months post-ANH:
Hearing that the Davrom's Fire has disappeared, Vigo Sprax sends Red to investigate. She travels to the Outer Rim to find out what happened. She follows the trail of the missing freighter to Ord Antalaha.

Catrina takes a transport to Ord Antalaha on a whim to get out and see the galaxy. Gand and Nedd follow her, as well as Volin Merrick.

Archer Sykora travels to Ord Antalaha hoping his pursuers will lose his trail on the backwater world.

Frankie Bones, travelling Sullustan cook, arrives on Ord Antalaha lookig for work.

Draven, the Barabel shockboxer, is stranded on Ord Antalaha when his Whiphid manager steals his winnings and leaves.

William Hearst, former Rebel commando, arrives on Ord Antalaha trying to escape his past.

Taveus Killian, a wandering gun for hire who once worked for House Pelagia in the Tapani Sector, also arrives on Ord Antalaha looking for work.

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Adventure Background Summaries


Characters involved:
Drax/Caldrin, Ksys
What happened:
The Order attacked the Davrom's Fire. Drax is disappointed that he's lost a ship, but doesn't care too much.
Purpose:
To scare you and let you know you're ship has been involved in some bad things.
 
Adventure 1
What happened behind the scenes:
Red was sent to ascertain the whereabouts of the Davrom's Fire, and is concerned when it shows up. She wants to get the ship back into Sprax's employ, so she tries to hire you to see if you're trustworthy.
Where you screwed up:
Nothing really. The intra-party brawl wasn't expected, but things seemed to go pretty well.
 
Interlude 1
Characters involved:
Rayden Rithwell
What happened:
Not yet aware of the last minute change in plans executed by Ren'Su and Telamon, Rayden is surprised to see the Davrom's Fire leaving so soon and under its own power.
Purpose:
To scare you some more and let you know your ship is being followed by even more people.

Adventure 2
What happened behind the scenes:
Red sends you to pick up the supplies knowing that the pirates have probably stolen the lightly defended cargo that Black Sun sent to Milepsa III. Getting the entire cargo back was considered sufficient as an introductory test of your loyalty.
Where you screwed up:
The entire airspeeder battle could've been avoided had one of you been able to roll a 10 or higher on Sensors. Going back afterwards and clearing out the entire base and killing the last couple techs who were hiding in the one secret room so you "could use it as our own base" wasn't really necessary and was the first tangent you guys went off on on your own.
 
Interlude 2
Characters involved:
Garn Bailor, Tam Ultis, Brin Jone
What happened:
Pretty self explanatory.
Purpose:
To let you know that Imperial Intelligence is trailing you too.
 
Adventure 3
What happened behind the scenes:
After successfully completing the last mission, Sprax is willing to have you work for him, but he wants to make some more background checks on some members of the party first. Before you can be admitted to main headquarters on Bargadad, he has you wait in a safehouse on Milwaukee II. Unfortunately, the red haired guard captain there named Rik was actually Rik Duel, which no one seemed to figure out. Rik recognized Archer and saw a big reward coming his way for bringing him in. So he called the Imperials in to raid the safehouse. Once communication is lost with the safehouse, Red realizes something is wrong and sends Captain Otherguy in to bail you guys out.
Where you screwed up:
Had anybody asked, Captain Otherguy would've helped you retrieve Nedd's Y-Wing or Gand's ship. I planned to take the Y-Wing away after Nedd died, but I wasn't really planning to steal Gand's ship too. Since you left it there though, the stormtroopers rescued Volin Merrick from the back of Gand's ship, and he later purchased it at auction.
 
Interlude 3
Characters involved:
Wulf von Coruw, Frederick Wrentin
What happened:
After being freed, Volin Merrick reports back to Wrentin that Catrina has gotten away. Wrentin suggests sending the Mecrossa to retrieve her, but von Coruw is reluctant to call in such an expensive favour until he has exhausted all other avenues.
Purpose:
To scare you some more by bringing the Mecrossa into things.
 
Adventure 4
What happened behind the scenes:
Sprax hears of a new Imperial research facility being constructed nearby. Unhappy that they raided his safehouse, he sends the party there to cause some mayhem and get revenge. Unbeknownst to him, some of the scientists at the lab are in the employ of Drax.
Where you screwed up:
Ah, where to begin... this adventure was full of blundering, but I think I mentioned most of it in the interlude itself. The only real information you missed was from the base's commander if Archer questioned him more or from the lead scientist if you had talked to him.
 
Adventure 5
What happened behind the scenes:
Auril Trent, a slaver and Sprax's right hand man, was negotiating a slave trade with you as bodyguards. The first negotiator, the one in black, was Javert. Those who overheard the negotiations heard him easily agree to purchase whatever Auril offered him: old, decrepit, or sick, he didn't seem to care. He was just going to use them for experiments anyway. The second negotiator was George the Hutt who had come to check up on his plans to rule the universe... err... um... okay, George the Hutt was just there to buy slaves too. The third negotiator too was just a common slaver. Auril's aide Byn Dil, however, was a Rebel spy who had been sent to infiltrate and stop the slave trade. The last night when he sneaked off into the forest, he called in the Rebel commando team that attacked the next day. William actually overheard the transmission. The Rebels attacked, but you killed all but two of them whom William stunned. Later Sprax returned the two commandos to the Rebellion. Not sure if his cover had any credibility left, Byn Dil took off in Auril's ship to escape.
Where you screwed up:
Actually you did better than I expected on this one. A couple of you rolled really good perception rolls and noticed some of the Rebel commandos sneaking into the camp. Had you not spotted them, they would've sneaked aboard each of the ships and planted explosives on them before attacking. Then you would've been stranded there for a couple of days and would've had to survive in the forest until Captain Otherguy could return.
 
Interlude 4
Characters involved:
Drax/Caldrin, Prental
What happened:
Drax questions an ISB Colonel about Jedi in the sector to see if he can find any clues as to a cache of Jedi artifacts, possible test subjects for further experiments, or potential threats. He also has the Colonel clear his slave transports so that they aren't stopped by Imperial Customs or the Sector Rangers. Although Drax has contacts with the Empire and the ISB, he doesn't have any real authority. He has the loyalty of Captain Ksys and his crew and has worked some arrangement through Ksys's contacts in the Empire. A good deal of his influence comes from bluffing and the Affect Mind power. He figures that if a black cloaked person that can demonstrate Force ability walks into the ISB office and claims to be an Imperial Darksider, who's going to argue? And if they don't believe him, where are they going to check and get a straight answer? If they don't believe him though, Affect Mind works well to make sure they do.
Purpose:
Yet again, to scare you and mislead you. To make you think Drax is an Imperial Darksider or at least has more Imperial ties than he really does. Prental was also tagging along so you might believe he was some sort of apprentice to Drax.
 
Adventure 6
What happened behind the scenes:
Commander Ren Thanar, Sprax's liaison with the Rebellion has been captured and needs to be rescued. Gelarn, Sprax's top assassin and infiltrator is sent to perform the actual rescue. He hires you to come along as decoys.
Where you screwed up:
Again, you didn't really screw anything up here. You dinked around a little longer than you needed to trying to disguise yourselves as chefs in the kitchen, but Gelarn picked a prisoner for you to rescue that you probably wouldn't be able to get out without causing a lot of ruckus. I know some of you were rather upset at being used as unknowing decoys, and if it'll make you any more upset, had you actually gotten the prisoner you rescued all the way back to the transport alive, Gelarn would've just slashed his throat there since he wasn't important to him.
 
Interlude 5
Characters involved:
Drax/Caldrin, Prental
What happened:
Prental reports back to Drax/Caldrin on his progress negotiating with the Mecrossa for their aid. The leadership still does not want to help, although the younger leaders are more interested. He has heard rumours that Talonis is out there, but Drax doesn't have time to look into it himself so he tells Prental to keep digging. Prental also mentions that in a Mecrossa vault on Nyssa, the Mecrossa have a shipment of crystals which are used in Drax's machines. With a steady supply of crystals, the advanced experiments would be more likely to succeed. He, however, doesn't have the resources with which to purchase them or barter for them. Drax says he'll arrange for some of Billy Dee Stone's ships to pick them up, and Prental assumes he means to pick them up after he purchases them.
Purpose:
Foreshadowing mainly to make you wonder what those crystals really are when you get sent to go retrieve them in a couple adventures. Also to try to reinforce the illusion that Prental is Drax's apprentice.
 
Adventure 7
What happened behind the scenes:
After creating plenty of commotion in the Outer Rim, Sprax decides it would be better to send you elsewhere for a little while. He has you deliver some weapons to Pelagon using the secret hyperlane into the Tapani sector, which Black Sun knows about. Of course he has Vinosse set the nav computer erase itself afterwards so you can't tell anyone else about it.
The JAN attack at the hotel was what it seemed, just a JAN terrorist attack against a noble on the Great Council.
Drax/Caldrin decides that it would be easier to just steal the crystals from the Mecrossa rather than buy them, and the Mecrossa don't like House Pelagia much anyway, so why not send some Pelagian agents in to go steal them, that way diverting attention from himself and Prental.
Where you screwed up:
You didn't really screw this up, but you never bothered to check and find out that all the crates of food and medical supplies that you were shipping to Pelagon were actually heavy weapons to help rearm the Pelagia's Moon. That would've been a nasty surprise if I had had a customs patrol stop you. I also didn't really expect you to try to jettison Darth Bob into the hangar wall and otherwise try to kill him.
 
Interlude 6
Characters involved:
Javert, Arhris
What happened:
Arhris had been locked up for a while after Drax tried to play with him, and most people there had basically forgotten about him. Eventually security on him had gotten more lax as he just sat there all the time, but using the enhanced Force powers of Darth Bob he was able to break out and escape on a small transport. The scientist informs Javert, who is somewhat unaware of Arhris' existence. The seekers that Javert mentions were an idea I had for some large rodent-like black goo creatures that would've come after Arhris at some point so you could fight them, but they ended up getting cut out.
Purpose:
To hint that this Darth Bob fellow that you met might be more important than you realized. Also to expose that Drax had a level of underlings that were doing his research for him.
 
Adventure 8
What happened behind the scenes:
The party is sent to steal the crystals from the Mecrossa since Drax is sick of trying to negotiate with them. Before you leave though, Telamon, who has been following the ship, notices Dasin (Tee-Gray) left behind alone. Now that the ship is back in the Tapani sector and seems to be back in the thick of things, he decides it's time to question Dasin again. He sneaks ups, knocks Dasin unconscious with a nice thwack of his sword's pommel to Dasin's forehead, and takes Dasin away to question him.
The guards on the surface of the Nyssa were as they seemed: disgruntled guards who had screwed up on some previous assignment and were now stationed here as punishment. They were unaware that any of the underground complexes were still functioning. Where you screwed up:
The hour of laughable planning you spent trying to figure out how to get underground before you decided to bribe the guards wasn't really expected. Had you talked to any of the guards during the short period that you were disguised, you could've learned that the Mecrossa still existed and that this was one of their bases.
Also, after you looking in the computer records to see where the crate you wanted was, nobody ever opened the crate to check what was actually inside it.
 
Interlude 7
Characters involved:
Drax/Caldrin, Prental
What happened:
By digging around in Pelagian records, Drax has found clues as to the location of the Holocron library. He's quite pleased with himself and decides to share it with Prental. Prental passes on reports he's gotten from Javert that the experiments are going well. Unaware that Drax was behind the theft of the crystals, he also mentions that he sensed Archer's presence on Nyssa while he was still there negotiating with the Mecrossa.
Purpose:
To let you know that whatever the bad guys are up to, their plans are starting to fall into place.
 
Adventure 9
What happened behind the scenes:
Caldrin is put in charge of security for a secret meeting between Lord Bilyre of House Pelagia and Lord Theoden of House Barnaba. He knows of an ancient Mecrossa fortress on Lynx that he spent time at when he had been unearthed by the Mecrossa a thousand years back. He knew that the Sith earring created by Naga Sadow was in a secret chamber in that ruined fortress that probably only he knew about. He also knew though that the Mecrossa had reestablished a base there in the mines underneath Lynx so he couldn't send anyone there to get the necklace without them noticing. He decides to schedule the meeting to take place on the supposedly abandoned world of Lynx to give him an excuse to be there so he could get the earring back. He knows that he's going to have to leave Procopia to get things set up, so he makes sure everything is arranged for the theft of the crystals before he leaves things in the hands of Sergeant Harthax. Knowing which Pelagian ship he called to pick up the crystals, he sends the transponder codes for that ship to Billy Dee Stone so that he can mock up a ship to look just like it. He tells the real ship that the rendezvous is actually later than it is so that they'll get there just too late.
Where you screwed up:
In dealing with the Mecetti customs checkpoint on the way back to Procopia you didn't do so hot. When you guys blasted out of Nyssa, they got a pretty good look at your ship and alerted their forces to keep an eye out for you. Sergeant Harthax managed to keep anyone from noticing your ship on Procopia, but the Mecetti patrol was waiting for you. I expected you to just blast your way through to the nav point and get away. Surrendering to the VSD though, had they boarded you, they would've arrested you all immediately. Thanks to a tractor beam operator who was rolling pretty crappy and thanks to Taveus burning a number of character points you managed to barely squeak out of there alive.
 
Adventure 10
What happened behind the scenes:
Off on Lynx things have not gone exactly as planned for Drax. The Mecrossa had their own ideas about having a Pelagian and Barnaban noble negotiating a treaty against their House. When the diplomats arrive, the Mecrossa surround the group and take them all prisoner. Caldrin/Drax escapes from his cell and sneaks through the mines into the castle above. He enters the secret chamber to find it undisturbed and retrieves the earring. He then goes back to rescue the others since he knows it would seriously damage his credibility if he came back without them. He frees the other House Guards and goes to look for the two nobles. They are spotted by the Mecrossa, however, and a fight begins. During the fight Corporal Harriman is split off from the rest of the group, but despite his broken arm manages to find his way back to the surface. Caldrin/Drax and the two Barnaban House Guards go further into the mine looking for the nobles. They miss the passage leading to the prison cells and instead end up in the main entrance way to the Mecrossa droid factory located in the mines. Here a massive fight breaks out with the Mecrossa guards and assassin droids. Caldrin/Drax survives, but the other two House Guards do not. He then finds that the controls to the door cannot be operated by one person. Fortunately the party shows up, and he calls you inside so that you can rescue him. Thus you rescued the main bad guy from an untimely demise.
Where you screwed up:
Yet another mission where you didn't really screw anything up, although shooting and drugging poor Corporal Harriman probably didn't do anything to help his condition. You also missed the secret passage into the Sith altar room in the ruins. Actually you ended up searching almost the entire ruins except for the one spot where there was something useful. In the collapsed corner of the keep, you could've found that one of the rocks had been placed to hide a small tunnel leading in. Inside there would've been a small altar room similar to the one in the final adventure. There wasn't much to really do there other than notice that it had been recently disturbed. If you had made traces of any of the engravings on the altar, Talonis or Arhris could've later identified them for you as Sith markings and might've even been able to get the names of Naga Sadow and Draxinar.
 
Interlude 8
Characters involved:
Drax/Caldrin, Prental
What happened:
Prental is beginning to doubt Caldrin/Drax's motives. Since they are both on Procopia, he confronts his brother face to face. He suspects that Drax was behind the theft of the crystals from Nyssa. He met Archer at the saber rakes' compound and knows that he's working for Drax. He also saw some of the reports on Professor Arhris' escape and suspects that the experiments his brother is performing may not be all he was told. He just got a report from the Mecrossa that the factory on Lynx was destroyed, and he's not very pleased with that piece of information.
Purpose:
To show that the bad guys aren't necessarily a united front.
 
Adventure 11
What happened behind the scenes:
There were a lot of events going on in the background of this adventure, some interconnected and some not. First was the reappearance of Nedd the Wookiee. After the Wookiee Fest riots on Milwaukee II, Nedd's was one of a number of bodies left behind. It was duly recovered, identified, and stored away in the morgue until his next of kin could be notified. Through reports received by Captain Ksys, Drax noticed the appearance of the Davrom's Fire and the death of one of its crew. Not then knowing who the new crew of the ship was, he arranged for the body to be delivered to him so that he could try to send it back to join the party as a spy in case he couldn't directly make contact. Nedd was the first Phase III experiment to be successful. Nedd was returned to life with sentience, although his Force enhancement was not as great as hoped. When he was ready, Nedd was then dropped off on Procopia to find the party. Although the Dark Side energy which was keeping him "alive" made him even more angry and surly than he had been before, he was not consciously aware of what had happened to him.
Meanwhile, Prental was beginning his first plots against Drax's plan. He wanted to meet the party to find out what they knew and how they were involved. He didn't trust most of you though. Having long been prejudiced against the Jedi, he definitely didn't trust Archer. He decided that if he could trust any of you, he could rely on the word of a Barabel, so he sent the summons to Draven hoping to meet with him later to learn if and how the party was involved.
Volin Merrick has also tracked the party to Procopia now and traveled there himself in Gand's old ship. Once there, he contacts the Mecetti authorities of whom he was in the employ. He informed them that Gand was there, and if he was there it was possible that Catrina was too. They sent a squad of House Guards with Merrick to apprehend them. To be less conspicuous, they contacted the Procopian House Guards to bring Gand to them. After the fight with the House Guards, the surviving guard calls back and reports. The Mecetti embassy issues warrants for Gand's arrest for assaulting House Guards on Procopia. Back at the Pelagian embassy, Sergeant Harthax notices the report and realizes the party is going to need to make a hasty retreat. He knows that Lord Bilyre and Lt. Barrett are about to return to Pelagon, so he quickly makes the arrangements for the Davrom's Fire to be added to escort list on the flight plan and then leaves to contact the party.
Meandering the streets of Procopia, Darth Bob senses a familiar person. He picks up on the presence of Tee-Gray and goes to investigate. Using the Force to guide him, he makes his way to the underground cell where the Order has been interrogating Tee-Gray. Through suitable use of drugs and the occasional beating, this time Telamon has successfully pried the location of the hyperlane datapad from Tee-Gray. Telamon begins a stakeout of the ship to wait for an opportunity to sneak on board, but is unable to get on before the ship leaves for Pelagon. With Telamon away, Darth Bob is easily able to sneak into the area and release Tee-Gray. Tee-Gray is very unconscious at the time, so Darth Bob eventually carries him away to safety.
In a nearby area, Prental is out for a walk with his guards when he too senses a familiar presence in the Force. He senses Archer, and decides on the spot to put an end to the so-called Jedi. He tracks Archer down, and when Archer tells him what he's doing and describes Darth Bob, Prental recognizes the description as that of Arhris. Although reluctant to let Archer go, he knows that it would be better for everyone if he could find Arhris. Arhris, however, manages to stay one step ahead of Prental. Finally, the pirates you fought at Allandor were just that, pirates out looking for easy prey.
Where you screwed up:
You didn't really screw up anything too serious here. There were more things for you there to do than you had time to do, so you had to skip some of them. Gand insulting Darth Bob and making leave wasn't as bad as it may have seemed, since I was planning to have him sneak off before you left Procopia anyway.
 
Adventure 12
What happened behind the scenes:
Drax has found the location of the holocron in the secret vault beneath the real library. Traveling back to Pelagon with Lord Bilyre, he is anxious to acquire it. Sending you on a mission to stop the supposed saboteurs approaching the water purification plant, he also briefs a patrol of House Guards for the same mission. He figures that you two of you fighting each other should create enough confusion for him to slip in and out of the library without two much attention. Drax enters the library and easily dispatches the guard at the door. In the basement if runs into two of Baron Kyvin's specially trained House Guards. They slow him down for a moment but not much more. Drax enters the holocron library and searches through it for the holocron containing records of the ancient Sith alchemists. He finds it and is beginning to leave when the party arrives. At this point he is using Force powers galore in order to bring his plan to success. First he sends messages to Nedd and his black goo creatures to attack. Second, and most draining on him, he is using Control Mind to control a pilot in the port to ready a ship for him. He was also trying to maintain Combat Sense, Lightsaber Combat, and Lesser Force Shield to protect himself from your attacks. Trying to do all these at once left him a little distracted.
Where you screwed up:
You didn't really screw up anyway. Had one of you been in the library when Drax entered, you probably just would've died there too. As long as he concentrated solely on defense you couldn't really hurt him, and had you become a serious threat he would've tried to pull himself away from his Control Mind power long enough to deal with whoever was hurting him, which wouldn't have been good for that person.

Adventure 13
What happened behind the scenes:
After the twists and turns of the past few adventures, this one was mostly fairly straightforward. Lord Jerron and Baron Kyvin were who they appeared to be. Darth Bob finally caught up to the party to return Tee-Gray to it in a ship and uniform he "borrowed" from Procopia. Jemil Jaset was simply a dockhand looking for work, a hint that you could make more money in your freighter if you actually hauled cargo in it that apparently wasn't taken. Amril Daltion was an agent of Black Sun who was instructed to send you to Red in Sullust.
While everything had been going on Pelagon, Prental had been busy too. Although Arhris had evaded him, he was able to track down Talonis. He took his ship there to challenge the Jedi, leaving his Force mask behind so that it would be more of a fair fight. Prental and Talonis fought, and Prental won the first round by cutting off Talonis' leg. Talonis retreated after that and was able to evade Prental for the moment. There wasn't any way I had in mind that you could've avoided killing Prental other than running, but it wasn't completely out of the realm of possibility.
Where you screwed up:
Had you not killed Prental, he might have been your ally later on, but like I said, the odds had been stacked in favour of Prental's death. If Prental had seriously wounded Archer he would've given him a chance to yield, after that he would have had no qualms about killing him. Had the rest of the party not attacked him, his guards would've stayed out of the fight as well.
 
Interlude 9
Characters involved:
Drax/Caldrin, Javert
What happened:
Drax receives word of Prental's death and is not happy. Drax himself is a little disappointed that one of his people has died, but his plans are not seriously set back by the event. Caldrin, however, is infuriated by the news of his brother's death, and Drax is more than content to let Caldrin's rage shine through. When Dasin showed up on Procopia looking for Lt. Barrett for work, Drax assumed that Dasin had come back to rejoin him. He saw that most of the party didn't really seem to know what was going on, so he thought that Dasin had duped you all into helping. Well, in a way he kind of had, he just didn't realize it. Drax had left the one message on the ship for Dasin saying that things were back on schedule and there was no need to meet directly unless some problem came up. Since Dasin never replied to it, Drax, not knowing of Dasin's loss of memory, assumed that there were no problems. He knew that you had opposed him in the library on Pelagon not really knowing what you were facing, and he hadn't really considered you a serious threat. Now though, you've killed Prental, which Dasin should've known was not in the plans, so he figures that you've betrayed him. Drax tells Javert to accelerate the plan, but Javert knows enough about what's going on to realize that's a mistake. The phase III subjects are the key to their plan, their own army of twisted Jedi warriors. Without them the phase II subjects do not exist in large enough numbers to pose a serious threat to the universe. Drax has all his researchers withdraw from the more public ISB facilities to close ranks at his lab, which was originally larger and filled with more twisted stuff than the scaled back for time version you eventually entered.
Purpose:
Lots of names were dropped here: Dasin, Mordren, Colonel Meyr, and technically this is also the first time that the name Drax is mentioned anywhere in the game. So what was Colonel Meyr's message? Got me, I just made that up to sound ominous. Although when Aaron was asking me questions about this interlude he guessed that Colonel Meyr was the head of the Imperial research facility that you attacked earlier and his message was about the loss of the scientists and research there. Sounds good to me.
 
Adventure 14
What happened behind the scenes:
Darth Bob continues the construction of his so-called holocron, in actuality just a holographic recording of himself. While some suspected that Darth Bob was merely being annoying, which was part of it, it was also a cunning ploy to keep Talonis from meeting Darth Bob and spoiling the fun. Meanwhile, during the reconstruction of the Davrom's Fire the entire engine was replaced. As Vinosse begins rebuilding the old engine so it can be used again somewhere, he finds the secret datapad hidden there by Dasin. He passes it on, and eventually it is decoded. Sprax sends ships to monitor the seldom used hyperspace routes shown on the datapad. They spot some of Billy Dee Stone and Drax's other ships using these routes. When one of Sprax's ships stops one of these ships, they release the newly created space-borne black goo creatures which destroy Sprax's ship. As you are in the area, he sends you to try to capture one of these ships. Luckily, you get some help from Vinosse who has modified some missiles based on some stolen Imperial technology, i.e. one of Admiral Zaarin's experimental MagPulse warheads. You use the warheads to disable one of the ships as they are returning to the main lab with a shipment of the space-borne specimens.
Where you screwed up:
Nowhere really, this adventure was pretty straightforward.
 
Adventure 15
What happened behind the scenes:
After requesting a report from the Bureau of Ships and Services, numerous flags get raised when they see the criminal record for Gand. Imperial Intelligence sees these warnings running through the system, and Lt. Brin Jone goes to investigate, knowing that Gand was one of Archer's fellow travelers on the Davrom's Fire. Jone decides to set up a meeting with Gand to try to work out a deal to turn over Archer.
Elsewhere in the Imperial bureaucracy, Major Garn Bailor, Tam Ultis, Dal Lindrel, Captain Jurod, and others have noticed Drax's comings and goings within the ISB. They did not like what they were seeing, but with no direct evidence of any wrongdoing, they were unable to act upon their feelings. Seeing Drax's scientists beginning to withdraw, Garn decides to take the initiative against his better judgment. He contacts Captain Jurod and arranges for a message to be left at Sullust for Archer so that he can get into contact.
Worried at Dasin's disappearance, but knowing the location where he hid the hyperlane datapad, Telamon and Ren'Su are anxious to recover the information hidden there. Telamon follows the Davrom's Fire to Sullust and watches your preparations to leave for Celanon. He checks the shipping records later and calls ahead to Ren'Su who waits for you on Celanon. After you leave the ship he gets onboard using a copy they made of the key that Tee-Gray was carrying. He checks the compartments where Tee-Gray said he his the datapad, but finds nothing. Discouraged, he sneaks away before anyone gets back.
Where you screwed up:
By Archer going with Gand to pick up the B.O.S.S. report, it may have caused the immediate fire fight, but in the long run it was probably safer for Archer at least this way. Had Archer not been there, Jone would've offered Gand a clear record and possibly his old ship in exchange for turning over Archer to him. Now granted, maybe Gand could've come up with some clever scheme to warn Archer and get everyone away safely, but when I asked K about it after the adventure, he said he probably would've gone along with Jone's offer.
Letting Jemil go wasn't necessarily a mistake, but he would've been useful to have along. He probably would've notice Ren'Su sneaking on board the ship too.
And speaking of Ren'Su, I had originally planned for you to meet Ren'Su this night. Had you met him then he would've gradually told you about the Order and what was going on, and you would've learned things a little more gradually than you did when I had to have Krohon dump all the information on you at once.

Interlude 10
Characters involved:
Talonis
What happened:
Looking for his old friend Arhris to help him decipher the markings on Lt. Barrett's sword, Talonis goes to the Mrlisst Academy.
Purpose:
After all the previous interludes were so confusing and twisted around to confuse you, this one was pretty direct. But after conditioning you all to be suspicious of everything I tell you, a number of you didn't believe that the old man in the interlude could be Talonis because it seemed too obvious. You figured that was what I wanted you to think, so you didn't want to accept the obvious solution. Distrust and doubt sown. Mission successful.
 
Note: From here on the adventure summaries in the campaign archive are rather sparse. Some were partially completed, but most just aren't there. So I might go into a little more detail on important things here, but most of what happened in the later stages of the campaign wasn't as convoluted. Well, maybe it was just as convoluted, but by this point events were happening where you could see them and you had acquired a greater understanding of what was happening so things weren't that big a secret anymore. I'll still generally keep writing as if you should remember what basically happened during the adventures because I do remember what happened, and if you don't, well deal with it.
 
Adventure 16
What happened behind the scenes:
The lab on Celanon had been mostly scrapped by Drax's scientist who were withdrawing to his main lab. Some gear there hadn't been transferred yet though. Including a partially disassembled version of one of the Dark Side energy transfer machines. A number of prisoners/research subjects had been housed there at one time including Lord Krohon, of whom one of his Order insignia had been left behind in his cell. When Arhris saw the machine there he had a flashback to when Drax had him hooked up to one of those machines. That jarred his mind enough that his real personality came back together.
Where you screwed up:
By trying to pick the lock in the basement rather than use the keycard that Captain Jurod gave you, you got security called on you, but fortunately the rent-a-cop security at the hospital didn't feel too daring that night.
 
Interlude 11
Characters involved:
Caldrin/Drax, Javert
What happened:
Drax, happy that things seem to be going well, decides to have Javert go test the field unit. I'm sorry, but I'm not going to explain this one too much at this point since it may come into play should I run another Star Wars campaign again. But basically Javert was sent to test the portable black goo generator on Yanos VI. He took the successful Phase III subject with him for backup in case there was trouble, and he also took Prental's ship.
Purpose:
To establish why Javert won't be at the main lab when you raid it and to create a nice loose thread that can be incorporated into another campaign.
 
Adventure 17
What happened behind the scenes:
Unaware that Drax's scientists and Billy Dee Stone have any relation, Garn and the others in the ISB are dismayed when the raid on Stone's base is called off by higher ups in the ISB. Now that Stone is out of the range of their authority, Garn recognizes that they could use the party to go in where they cannot go. Looking for a bargaining chip, he offers to clear the Imperial records of the party as well as the bounty still offered for Stone.
Where you screwed up:
Nothing too serious, you were more hurt here by time constraints than by your own poor decisions. There were some stockpiles of better weapons and armour than you could have taken had you found the armoury. The five Z-95's there were all different. One was standard (the one that Ranger Bob took), one was heavily modified (the one Taveus took), one was totally non-functional, and the last two were slightly modified.
 
Adventure 18
What happened behind the scenes:
Seeing that a group of ISB and related officer in the Kuat office are acting on their own in direct violation of previous orders, higher ups in the ISB order their arrest for questioning. Tam Ultis happens to be on his way to visit Garn when he sees him arrested. He quickly tries to contact the others, but the only person he is able to reach is Dal Lindrel. Knowing that he's about to be arrested too, Dal is convinced by Tam to help the party get away from Kuat. Tam goes to a sensor control station and watches for the parties ship to enter the system. He then comlinks to inform Dal and then leaves to get the Davrom's Fire powered up and ready to depart. Arhris and Nancy are still on board the ship, so the two of them start the ship up while Tam goes to the edge of the landing field to wait for the party to come into view. Meanwhile Dal contacts the party and tells them to land elsewhere. He meets them there and then escorts them to the landing field where Tam is waiting with the Davrom's Fire.
Where you screwed up:
You got Tam Ultis killed. He managed to tell Dal about the prison ship Detainer in orbit before he died, so he didn't have any critical bearing on the plot after that, but he would've been useful to have around. His stats were roughly comparable to Dal Lindrel's.
 
Adventure 19
What happened behind the scenes:
The prison ship Detainer, with Mordren on board, travels to the Imperial Transfer Post as part of its normal travel plan. Once there, Mordren alters the computer records to show that the ISB officers were released from custody. Some actually are released and are transferred to another shuttle back to Kuat. The Detainer docks with another transport that the officers are transferred to, and the prisoners are exchanged for other prisoners who were being detained at Drax's labs throughout the sector. These prisoners, including Corporal Endath and Lord Krohon, are transferred onto the Detainer so that Mordren can take them back to the main lab. Although Mordren is being controlled by Drax's amulet, his essence is still trapped within his body. While he was at the main lab at one point, he talked with the holocron there, and the holocron told him how to destroy Drax. Mordren didn't really understand the details of what the Jedi in the holocron was telling him, but he got the point that Drax could only be destroyed by the willing sacrifice of Jedi. When the party confronted him on the Detainer, he mustered up all his willpower to break free of the control of the amulet for a moment. In that moment he used the power of the amulet to transfer what was left of his essence into Archer. It didn't necessarily have to be Archer or one of the other Force sensitives that received Mordren's essence, Archer just happened to be the only one to go up and talk to Mordren.
Where you screwed up:
The two Mecrossa guards who were accompanying Mordren had some pretty nice armour that I was expecting you guys to take, but no one seemed too interested. This isn't really a screw up, but had anyone wanted to you could've had Mordren's cybernetics installed into one of you too.
 
Interlude 12
Characters involved:
No one directly
What happened:
The first two reports are basically just fluff. The destruction of the Maximus task force was a big blow for the Rebels after the evacuation of Yavin IV. The golf game I completely made up. I don't know why the Fleet Admirals would have time to play much golf, but Grand Admiral Zaarin doesn't really command a fleet, at least not yet, so I figured he'd probably have time to work on his golf game. The only important thing here really was the report of the loss of communication with the garrison on Yanos VI. Javert did something with the field unit to knock out communications and subdue the garrison there. I'm not going to tell you what though because it might come into play later. The last report about the SAGroup intern at the ISB office on Kuat is just one of the interns finally stepping forward to report the little dalliances they had with Archer while he was working there.
Purpose:
Foreshadowing to make you worried about Javert getting away. And the last item about the SAGroup intern on Kuat is just a jab at Aaron since he did the same thing to poor Arionis back during the Tapani campaign when I was bugging him about how there hadn't been an update on his web page.
 
Adventure 20
What happened behind the scenes:
Most of the stuff that happened here wasn't hidden. Actually this was where you got to start learning more stuff. When you return to Celanon with Krohon he contacts the Order and finds that Ren'Su and Telamon are both there in their process of trailing the Davrom's Fire. He contacts them, and the three of them fill the party in on what's happening.
Where you screwed up:
No where really, except for the fact that you had to wait this long to meet the Order.
 
Adventure 21
What happened behind the scenes:
Laird has been infiltrating Drax's organization trying to learn the location of Drax's main lab. He was able to follow one of the transports traveling there and got some scans of the base from orbit, but didn't land himself. He was noticed, however, and had to run away. He traveled to Balmorra where the Order was expecting him, but had to work to avoid some agents that Drax sent to locate him.
This adventure was kind of a compilation of two earlier adventures that I combined to save time. Originally Telamon was supposed to die a heroic death saving the party in the first of those adventures, but since that area got cut from the campaign, I decided this would be a good way for him to sacrifice himself to save someone, thus hopefully earning the trust of the party. Or perhaps just making the party think that I wanted them to trust the Order...
Where you screwed up:
You didn't really screw anything up, but you made the adventure more difficult for yourselves than you needed to. When I set up the three areas you could go to look for Laird, I had a little bit of trickery in mind, but you didn't seem to think much about that. The nice, upper-class bar I intended for there to be a fight at, and it made sense for the people who went there to have gone there. There really wasn't anything to do at the Imperial Research Center, but when Taveus went inside and comlinked out that he hadn't found anything, I couldn't really let you go without a fight. I also expected the Barabel to go to the rough and seedy bar so that he could fight the Wookiee rather than making poor William spend most of his character points fighting him.
 
Adventure 22a
What happened behind the scenes:
As mentioned before, the Imperial officer with the Force lighting in the basement was one of the successful Phase III subjects. There wasn't too much special for the Suicide Squad to find otherwise except for the first appearance of the Chrysalids.
Where you screwed up:
It could've been more disastrous than it was, but it probably would've been safer to travel through the mine fields single file with the guy with the mine detector in the front rather than just having everyone run across wherever they wanted. Otherwise the Suicide Squad didn't really screw much up.
 
Adventure 22b
What happened behind the scenes:
After having worked for some time with Arhris's research materials, Talonis has discovered who Drax is and how to destroy him. He admonishes you to bring back the sword and any other artifacts you find. As the party is on the planet, the space battle rages above. Captain Otherguy's Corvettes rush the Lancer-class frigate and manage to destroy it relatively quickly. The X-Wings, Z-95's, and Order interceptors engage the starfighters launched from the Victory, and once the Lancer is destroyed, the Y-Wings and Order gunboat move in to engage the Victory along with the Corvettes. Two Skipspray blastboats launch from the surface to assist the Victory and its fighter complement. The Sullustan pilot you hired hangs back since he wasn't hired to engage Imperial capital ships. If you had told him what he'd be facing, he would've helped. The guy from the bar you hired to fly Taveus' Z-95 meets a hideous end as it turns out he was actually rather incompetent. In the end all of the Y-Wings, two of the X-Wings, and Amberle's Order interceptor are destroyed. Two of Captain Otherguy's Corvettes are also obliterated, but not before the VSD Allecto is critically damaged and begins to fall into the orbit of the planet below.
Where you screwed up:
Slaughtering the prisoners wasn't such a good idea. The numbers on the cell doors had nothing to do with the experiments, they were just Cell Block 1, Cell Block 2, and Cell Block 3. Cell Block 3 happened to be the more secure one where they were holding some of the subjects in process. The other cells just held people that might still be useful. Those prisoners included a monk who had been living on the planet when Drax arrived and who stumbled upon the lab, the pilot of Prental's ship, and Dr. Clover. They all would've helped you had you not threatened and/or slaughtered them in cold blood where they stood.
 
Adventure 23
What happened behind the scenes:
After examining the holocron, Talonis is able to ascertain the location of Naga Sadow's old temple. After traveling there, Talonis begins the ritual to destroy Drax. The ritual consists of a number of general steps. First Drax must be drawn out of the sword, his sanctuary. Then his spirit must be contained and held in place. Finally a pure lightsider must willingly sacrifice his own spirit to destroy Drax. Drax used his own weakened powers to fight against Talonis by summoning the earth and fire elementals. After Archer called upon the Dark Side, the extra Dark Side energy was focused through the room into the altar where Drax was able to feed off of it and restore his power, undoing the damage that Mordren's sacrifice did to him. After that he was strong enough to fight back against Talonis and get himself back into the sword. After his elementals were killed he used the residual Dark Side energy in the chamber to make a doppleganger of each person in the room.
Where you screwed up:
The first main problem you guys had was in fighting the fire elementals. As some of you considered, had you jumped on top of them to smother them, that would've killed them. You could've taken some hefty damage from it, but it would've killed them in one shot. Otherwise your other attacks generally did a point of damage for each successful hit where you actually beat their strength roll. Blaster attacks generally didn't do much of anything to them.
And, well, technically you probably should've lost this one. For some reason though I wasn't in a particularly vindictive mood that night, and as tempting as it may have been to kill the entire party, that wouldn't have really been a fun way to end the campaign after so long. When Mordren shot his essence into Drax, Drax was seriously weakened. At that point Talonis could fight against him pretty easily. Talonis could've performed the entire ritual himself had he been protected, but since all the bad guys were going to be gunning for him, that would've been difficult to do. I figured that Talonis could complete enough of the ritual that either Archer or Gand could finish up the last steps with Arhris' instruction. Standing in the middle of a Sith altar room though, a place designed to focus Dark Side energy, I didn't really expect a certain Jedi wannabe in the party to start funneling Dark Side points to Drax. That restored Drax's power to the point where he pretty much undid everything that Talonis had started. And since Drax could only be destroyed by the willing sacrifice of a pure Force sensitive, that left it up to Arhris or Gand to save the day. Arhris knew what was what, so he decided to make the sacrifice himself, and fortunately Shadow Arhris ended up cutting his own arm off rather than slicing the real Arhris in half. From that point on I rather liberally fudged most of Drax's rolls, and had I been a mean cruel GM, I could've had Drax call out to someone, probably William, to come pick up the sword and help him. With all the Dark Side energy flowing, the Ring and the Amulet probably would've started calling to their possessors too, not necessarily to help Drax, but to cause a little havoc of their own. Being the nice guy that I am though, and since we were running out of time as always, I decided not to. So now you can't say I was always trying to kill you, because for at least one adventure I was actually helping you to win.
 
 
Campaign Changes
----------------
So you all remember hearing about adventures getting added back at the beginning of the campaign and adventures getting cut at the end, and now you're wondering, so what all changed? Well, okay, maybe not, but I'll tell you all anyway for those who may be curious.
Most of the things that were added were things at the beginning of the campaign since by the end of the campaign I was more busy cutting things out so we wouldn't run out of time. Many of the adventures at the beginning were simply drawn out into two adventures since I was still trying to figure out how to cram all the stuff I wanted to do into a 4-5 hour block. Most of the adventures you wouldn't quite finish and we would have to do the rest the next week, so a number of times I would add more filler stuff in to take up the rest of the second night without really getting started on the next adventure on the original timeline. The whole safehouse adventure was added in the night before and done mostly ad-libbed.
The adventures at the end of the campaign differed quite a bit from how I had originally intended them. For instance the attack on the prison ship Detainer was originally supposed to be done at the behest of the Order. You were supposed to have started meeting them through Ren'Su on Celanon, and they would've tipped you off to attack the prison ship. Garn et al. were always intended to have been arrested, they just weren't supposed to be the reason you attacked the prison ship. You always were supposed to have rescued Garn at some point. I had another one of Drax's labs that you were going to raid, and you would've rescued Garn there in case anyone was wondering what ever happened to Garn. There was also a sequence of a couple adventures at the end where you would've contacted the Rebels via Endath where you would've done a couple of jobs for them. That's why Endath was there if anyone thought he was kind of useless. Ren Thanar would've made another appearance then, and those adventures probably would've helped to make a little more sense of how you got Rebel help in the final battle. In those adventures, Dal Lindrel probably would've ended up betraying you or at least leaving the party then too. He wasn't about to have anything to do with working with the Rebels. Of course since the adventure where you rescued Garn got cut, had Dal Lindrel left the party then you wouldn't have had any way to contact the Suicide Squad for the raid on the main lab. Garn was the one who was supposed to bring the Suicide Squad into things since Dal Lindrel didn't really have the connections to do that. The last adventure that got cut was one in between the raid on the main lab and the destruction of Drax in the Sith temple. I had some old ruins that Talonis was going to lead you to to try to recover an ancient Jedi text that would've had the last pieces of information the Talonis needed to figure out the ritual to destroy Drax. Talonis wasn't supposed to have been able to figure it all out himself. The last two adventures suffered a great deal from lack of time. They were both designed with a more traditional six to eight hour time frame in mind. Actually I think they both ended up running almost six hours anyway. There was supposed to be more to do on the raid on the main lab. Obviously there was the second building there which I wouldn't let you go into. If you hadn't butchered Dr. Clover (he was on your side!) he would've told you more about the ring, amulet, and earring and that the earring was in that other building. I know at least one of you peaked at the map to see what was in the other building, and it was mostly crew quarters. Half was a nicer barracks for the scientist and other staff of the lab. The other half though was the quarters for all the important bad guys: Drax/Caldrin, Prental, Teldrik, Javert, Mordren, and Captain Ksys. There you could've found out more about who the bad guys were and maybe find a few interesting trinkets in addition to the earring. If we had had more time, I would've let you examine one of Drax's machines more closely too, and then you could've noticed one of the Krian crystals there that you had stolen from the Mecrossa vault earlier. Actually you would've found that out originally when you raided the lab that Garn was being held in. After defeating Drax in the Sith altar room there were a few other events that were suppose to have happened. With all that energy flowing around, the altar room would've started to collapse and the party would've had to try to escape before they were crushed inside. If we had had more time, your shadows probably would've fought a little harder too.
Those were the main things that were cut and/or changed. Obviously there lots of little things that caused things to change as the campaign went on, like Nedd never would've come back from the dead had he not happened to die at the safehouse. But most of those changes weren't terribly earth shattering or interesting.


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