Dawn of Defiance fun.

By mouthymerc, in Star Wars: Edge of the Empire RPG

So I am currently running, just started actually, my group through Dawn of Defiance. Five players, usually six but one is gone for the summer and she is pissed about missing out. I like my group because we are more about the camaraderie of gaming than being optimizers. They all created characters with only a couple actually bumping stats here or there. Invested in skills and talents (and Force powers in the case of the Force user). There are:

  • Zabrak soldier/medic.
  • Droid technician/outlaw tech.
  • Human guardian/soresu defender.
  • Trandoshan bounty hunter/gadgeteer.
  • Dug ace/pilot.

First session was just a meet and greet and play to get used to the mechanics. Which happened rather quickly I am happy to say. Some had played before but not for while and some were new. All got used to the funny dice quickly.

I did some adaption of The Traitor's Gambit and the first session went rather well.

  • First scene had a couple of stormtroopers in it which put the fear of heavy blasters into the PCs.
  • Guardian chose to use his influence to get the stormtroopers to walk away from the scene (he rolled two white pips). He was rather proud of that one. He had tried to use his powers earlier only to roll a black pip but chose not to flip it.
  • The dug is a bit impetuous. Ran out guns blazing only to be almost taken out in one shot. Like I said, not optimized. Put the fear of blasters in them, especially anything heavier than a pistol.
  • PCs had some fun role-playing with Switch, a droid gangster.
  • In the final scene of the night that had to deal with some more Imperial troops. They were running around diving for cover, taking out the officer and the heavy gunner before finally dealing with the stormtroopers.

All in all they had fun and are looking forward to heading to Felucia next session.

Nice. I ran that one with Saga Edition back in the day; I'm curious to see how it goes differently for you using FFG's Star Wars .

-Nate

I'm definitely interested in hearing more, particularly if you'd care any of your process for converting encounters. I'm playing through DoD right now in its Saga incarnation, about to start Chapter Five. We've talked about converting over to FFG's system, but no-one's quite sure where to start.

There are others on the board that have detailed their extensive methods for doing conversions, but I’m not sure what search terms to tell you to use.

I've got a link to my conversions here with OggDude"s generator xml files here .

There are others on the board that have detailed their extensive methods for doing conversions, but I’m not sure what search terms to tell you to use.

I've got a link to my conversions here with OggDude"s generator xml files here .

Thanks to you both.

Some more highlights of tonight's continuing adventures.

  • The group recovered the carbonite agent and escorted his frozen body to Alderaan where they met with Senetor Bail Organa.He asked them to rescue Admiral Varth from the clutches of the Empire on Felucia.
  • They were joined by an agent of his, one Mirialan Diplomat/Ambassador. Our one missing player away for the summer was back and able to join us for the session.
  • While making their way to the Imperial site the soldier was able to navigate the mushroom forest fairly well, with one close call with a sinkhole.
  • They were also come upon by some Felucian scouts. the ambassador tried to speak to them, but only managed to insult the Felucians before the droid, a former protocol droid, stepped in and was able to smooth things over.
  • They were led to a Felucian village where they spoke to an elder. He agreed to help in return for weapons and aid. The soldier/medic used his abilities to help with some ill children.
  • The village was discovered by an Imperial scout and a chase ensued. The players all jumped on kybucks and pursued the scout so he couldn't report what he had seen.
  • The chase was lots of fun. The droid got lost. The dug used an ascension gun to keep on the scout and his speeded bike, eventually pulling himself onto the bike and tossing off the scout. The group all deftly avoided a rancor in their path. All to end up at an Imperial outpost.
  • They group deftly took care of the few stormtroopers and one other scout before they could transmit any details.
  • The group returned to village to plan their attack on the facility. Having impressed the elder he offered a scout to lead them there and show them a secret way in.
  • The group snuck into the facility then began sneaking around, eventually discovering the communcations room. They made quick work of the officer and tech in the room. Then disabled the comms so no messages could be sent out or recieved. They also discovered floorplans for the facility.
  • They quickly made their way to the prison block. Once their they used a key card to open the door only to discover two guards as well as two security droids. The ambassador went first tossing a frag grenade at the droids. Succeeded in damaging one but also succeeded in damaging the door causing to slam shut in their faces. She rolled a despair as I had upgrade a die using a DP for her lack of knowledge on using grenades.
  • The guards in the room then called for reinforcements, heard over the comms.
  • The droid tried the keycard but the doors were jammed. Using his knowledge he figured out what needed to be done. Explaining to his compatriots they manhandled the door back open in time for the jedi wannabe to race in and take out one droid.
  • Others raced in to take out the other droid and the guards. Out in the hall stormtroopers showed up and started putting the hurt on the people still in the hall. The group of four troopers were taken down to two quickly but the other two kept coming. Only to have their blaster shot from their hands so they pulled their vibrokinves just in time to be cut down by the lightsaber-weilding jedi wannabe.
  • Two other stormtroopers showed up but were also cut down
  • The group released the prisoners but now need to escape the prison.

Just an aside. They were pretty tired at the end of the session and one of the ideas they had was to open the prison doors and rush in and then close them. I waited to see if they would actually do this...but they came to their senses. Dammit. Anyways, lots of fun, jedi wannabe used his sense abilities often and his move; droid was out of his element in the forest but shone inside; ace has a speeder bike he can trick out, for now; soldier/medic does some good damage on the battlefield then some good healing.

I don't know Dawn of Defiance (is it a Saga adventure?), but I want to learn more about Switch, the droid gangster.

I don't know Dawn of Defiance (is it a Saga adventure?), but I want to learn more about Switch, the droid gangster.

Yes it was a campaign put out by WotC during their saga run of the game. Took place during the period between EpIII and EpIV.

Switch is former protocal droid that has become the leader of his own gang.

I was trying to find a plot outline online but couldn't find one anywhere. Two questions:

1) can any of the adventures be run standalone or do they only work in a series?

2) is the plot easily adaptable to any timeline?

I was trying to find a plot outline online but couldn't find one anywhere. Two questions:

1) can any of the adventures be run standalone or do they only work in a series?

2) is the plot easily adaptable to any timeline?

1) They can be run as standalone adventures, but the later ones may require some tweaking on the GMs part to account for there not being the overarching objective of finding out the details behind the Sarlacc Project.

2) The main thing the overall plot requires is a tyrannical government that's in control of a significant portion of the galaxy. A friend of mine ran the campaign in the Legecy Era (100+ years after RotJ), substituting the Sith Empire for the more traditional Galactic Empire. He had to improvise the last couple modules since delays on WotC's end meant we'd either have to pause the campaign in the hopes they'd get those modules published, or go our own route; we opted for the later, weaving in a rather dramatic confrontation with Darth Krayt (TK wrecking ball 1, DLotS 0) and the cessation of Korriban as a place (pro tip: housing a star-killing superweapon on your cult's primary base of operations is NOT a good idea).

You could probably adapt it for the SWTOR era, though that era as a Republic that's still a strong presence, so it may skew things, especially if the Cold War is still ongoing in your game.

What he said.

Thanks. Any of the 10 modules particularly memorable and worth flipping through?

Thanks. Any of the 10 modules particularly memorable and worth flipping through?

Personally, I found Traitor's Gambit to be particularly useful as a one-shot, with Garrett of the Threat Detected podcast having even reworked the first half of the module (taking place on Sel Zonn Station) to be entirely standalone and set during the New Jedi Order era, with the Vong being a very notable threat.

I believe he'd posted up the altered module on the Threat Detected website, but that was a long time ago and not sure if it's still up or not.

There are others on the board that have detailed their extensive methods for doing conversions, but I’m not sure what search terms to tell you to use.

Really, I'm not sure why you would have to convert anything. Everything that's statted up in the story is readily available in FFG. When I ran it for my D6 game, I don't think I looked at anything beyond the actual story.

If anything the most extensive work I had to put in was rewriting the adventures. Some parts just didn't make sense, some episodes had serious pacing issues and some bits were just outright stupid. That took way more effort than coming up with a Star Destroyer for the players to blow up at the end.

We're contemplating deviating from the published story for the last few chapters (which we're running using the Saga ruleset). There's a lot of starfighter combat, which our group occasionally enjoys, but isn't optimized for. We've got three Force-sensitives, a Mandalorian sniper, and a noble scoundrel that's related to Bail Organa. After talking it over, we decided we'd rather turn it into a series of protection & assassination missions rather than keep with the published storyline which is building toward a conclusion that, while impressively cinematic, doesn't really suit anyone in the party.

The campaign is divided into 10 chapters, each designed to last one to three game sessions and to take Saga-edition characters from first- to 20th-level. The later chapters are notable for inconsistent encounter design, often with ridiculous stats or incredibly powerful bad guys. Some of it's pretty good, but a lot is not.

Desslok, the issue I've had when contemplating conversion is translating the level-based Saga/D&D system with its Vancian approach to Force powers to FFG's more organic mechanics. Later chapters in DoD contain encounters that are too difficult for 'beginner' PCs; personally, I find encounters a bit more difficult to balance in the FFG system... probably due to inexperience. Without a "leveling up" metric, I find it difficult to judge how a party might do in an encounter. Experienced PCs are more capable, but oftentimes not much tougher than when they started, which throws me off.

Desslok, the issue I've had when contemplating conversion is translating the level-based Saga/D&D system with its Vancian approach to Force powers to FFG's more organic mechanics. Later chapters in DoD contain encounters that are too difficult for 'beginner' PCs; personally, I find encounters a bit more difficult to balance in the FFG system... probably due to inexperience. Without a "leveling up" metric, I find it difficult to judge how a party might do in an encounter. Experienced PCs are more capable, but oftentimes not much tougher than when they started, which throws me off.

IMO, the best metric is to use their dice pools. Look at how many green and yellow dice they’re able to use in a given situation, and adjust accordingly. If they’re throwing the same number of green/yellow positive dice as they are throwing purple/red negative dice, then there’s roughly a 50/50 chance that they will succeed. The odds are slightly in the PCs favor in that case, but not by much.

If you want specifics, there are some programs out there that can calculate exact odds for you to reach a given outcome (or better). We’d be glad to share the details of those programs with you, but only if you’re sure that you’re interested.

That's what I ended up doing with my party. After discovering the true nature of the Sarlacc Project, they snuck into the construction area, made their way aboard the vessel and planted explosives to destroy it. We had, if I recall correctly, a Jedi Guardian, Jedi Consular, Soldier and Scoundrel.

-Nate

We're contemplating deviating from the published story for the last few chapters (which we're running using the Saga ruleset). There's a lot of starfighter combat, which our group occasionally enjoys, but isn't optimized for.

So last night's session finished off The Traitor's Gambit. Some highlights.

First, though, they are on the planet Felucia. The felucians have changed since release of the adventure.

Felucians1.jpg

One of the players pointed out that they look like shell-less versions of Franklin.

franklin_the_turtle_by_morteneng21-d7ptd

  • So as we left our heroes last, they were holed up in the prison knowing that more troopers were on the way. Thye grabbed the prisoners, including Varth who they were there for. As they left they were assaulted by two mutated felucians which I decribed as being like shell-less mutant ninja turtles with ryyk blades grafted on.

TMNT-RAPHAEL-02_612x380_1.jpg

  • These guys tore into the characters and put the fear of melee into them. Crippled the soldier in short-order practically tearing his arm off. They had high brawn, soak and dealt damage. Jedi Wannabe got in close but even with his parry they critted him twice before the group took them out. The soldier/medic had some serious triage to do so the group could move on.
  • The group moved to the turbo-lifts to head to the roof to meet their ship.
  • Ended up in the command center for the building facing the commander and some troopers and two more mutated felucians. There was much scrambling but with some good tactics they took out the commander in short order. Then the felucians tore into them. The dug ace was brought low quickly (lower than normal anyways). Jedi wannabe took yet another beating. But the group was able to eke out another victory and make it to the roof.
  • Ended the session during recovery on a rebel ship. Players spent the XP they had been saving and they have some credits in their pocket.

All in all it was a lot of fun for me and the group. Which is all that matters to me and the group.

Edited by mouthymerc

I read Traitor's Gambit - what a great adventure! Mouthymerc - would love to hear a lot more about the chase. That seems like the highlight of the adventure...

For everyone - I've been thinking about a way to tie this adventure together with some of the other modules from FFG, but it seems like there is a lot of thematic overlap and I'm trying to figure out how to appropriately handle. Basically what I'm mulling, after the PCs finish the EotE plot lines (with the last adventure being JoY), the PCs get sucked into the Alliance (thus beginning AoR). I'd like to run DoD and Arda I (rather than Resurgence, use the new Alliance base). Here are a couple of examples of what I mean with thematic overlap:

- Traitor plot lines: Is it too much to have Vanth from DoD and the traitor from Arda I? Will; the PCs feel like the alliance is full of leaks?

- Old Jedi: the comatose Jedi from DoD #2 is basically the same character as the old Jedi in JoY. Is it best to eliminate the Jedi from JoY? Or modify to be more of a force-sensitive thief?

- Hutts: Kaltho is a Hutt with a bunch of business on Bespin and ties to the Empire. The Hutt from DoD #2 has basically the same backstory .Probably makes sense to combine? What will the Hutt's reaction be when the PCs from JoY show up on his doorstep?

- Bespin: Is there too much Bespin? The PCs will have just been there for JoY, and will have to go back for DoD #3 (haven't read it yet). It will be important to tie in whatever damage the PCs left behind from JoY.

So we got together again and started A Wretched Hive. Although the first get together after the summer only barely started when it dissolved into drinking and hanging out since we hadn't seen each other in a little while. So this encapsulation is the result of two sessions.

  • The group recovered from their adventures on Felucia healing and making some modifications to weapons and such. They were soon tasked with tracking down Darga the Hutt to find out his connection to the Sarlacc Project. In the mean time they are joined by a mirialun diplomat/ambassador.
  • They arrived on the battle damaged Neimodia to begin their search with everyone trying to find information in their own way.
  • The droid used his knowledge of the underworld to search information on the dark holonet.
  • The bounty hunter used his streetwise to search the streets but only drawing the attention of some unsavory sorts which would affect them later.
  • The soldier and the guardian found a cantina to hit up. The soldier impressed the barkeep/owner ( a former seperatist soldier) in his ability any concoction made so much that the barkeep was willing to impart some useful information. The guardian hid in a corner not touching any of the drinks.
  • The pilot eyeballed up various vehicles in hopes of securing one.
  • The diplomat, being new and so far out of her element, mad a few faux pas and nearly drew the attention of what little there is of any form of law enforcement, talking to wrong people and just being entirely too open about what they were doing there before being rushed off.
  • All in all information was gathered but nothing too direct. Mainly they discovered that they would probably have more luck elsewhere in town so headed there.
  • Just a side not but the entire group is not super optimized. Average checks still make things interesting.
  • It was about here that the first session dissolved.
  • Arriving in an even worse part of town, in a town that is mostly rubble that is saying a lot, they are accosted by a swoop gang looking to shake them down. The result of drawing attention earlier with their bumbling around.
  • Unfortunately for the swoop gang the group is much better at handling violence, for the most part. The bounty hunter springs to action blasting away at their leader but misses and takes out the bike (rolled to hit and missed but rolled a triumph so i took out the bike).
  • The soldier follows up taking out the the leader with their blaster rifle.
  • The pilot also gets some shots off but not enough to take out anyone else when the rest of the gang members, having seen their leader taken out so quickly, decide to GTFO.
  • The pilot look forlornly at the destroyed bike as the group decide to hunt down the rest of the gang.
  • They discover the gang is using a warehouse for a headquarters and decide to assault it.
  • Making a three pronged attack, the pilot grapple gunning to the roof, the soldier and diplomat in the front, the bounty hunter and droid in the back, they make quick work of the remaining gang minions.
  • As an aside, the player playing the guardian couldn't make it, which kind of works out as I will explain that he sensed a "disturbance in the Force" which will play in later.
  • The group took over the swoop gangs bike and headquarters and decided to put the word out they were a new gang in town. In doing so they discovered a connection to Darga in a piece of scum (devaronian Warrick) hiding from him. They tracked him down and forced him to take them there under the idea they would help him out with his problem.
  • Once at Darga's palace they turned Warrick over to Darga to ingratiate themselves. Darga asked them to execute Warrick to prove their worth and the dug pilot shot Warrick dead. So far Darga was impressed and asked them to stay in case he had more work.
  • The pilot took part in a droid race, easily beating the other racers.
  • Then the bounty hunter, soldier and pilot all took part in a gladiator match against five opponents. A rodian with a blaster, a droid with a grenade launcher, and three gammorreans with vibro-axes. the group quickly took out the droid with the bounty hunter set upon by the gammorreans. They made quick work of him putting him on the critical list. Only to be put down just as quickly by the soldier with his autofire blaster rifle. The rodian, having seen his compatriots taken out of the fight decides to capitulate and surrenders.
  • In the mean time the droid and the diplomat have worked in tandem getting Darga's accountant out of his room. The diplomat shining in her ability to enchant the crusty old man and drawing him to watch the show. Meanwhile the droid sneaks in a finds information on what the Hutt is up to, trading Tibanna gas for biologicals.
  • Thus ended the session.
  • The next session should have the guardian back which should tie in nicely with the Jedi prisoner.

Anyways, fun for all. Should be interesting next session with a throw back to Switch (Traitor's Gambit) and unhappy slavers showing up.

Edited by mouthymerc

This session was a couple of weeks ago but I've been busy with work. Our jedi wannabe returned but our droid was off on his 25th anniversary getaway with his wife. Sometimes I wonder about my player's priorities.

  • The three gladiators are recovering from their wounds in the ring. The droid goes offline to digest the information taken from the accountant.
  • The jedi wannabe, meanwhile, has been following a trail in the Force, getting images and broken thoughts from someone trying to reach out. Having split from the group earlier he eventually makes his way to Darga's palace as he determines that the thoughts are coming from there. He rejoins his team.
  • The team is approached by Darga's translator droid who reveals he is an agent of Switch, the droid gangster from The Traitor's Gambit. He gives them information which reveals that someone within Darga's palace is communicating with the Empire.
  • Wanting to ingratiate themselves with Darga the group tracks down the culprit in the form of the major domo, a sycophant neimodian.
  • Not wanting him to run to Darga and try and clear his name, the group decide to eliminate him and do. Although rather ineptly, initially. Out of the six of them, not one of the first three could land a blow (bad rolls). I described a terrified neimodian managing to avoid a vibro-axe, lightsaber and vibro-knives before the soldier was able to land a blow which pretty much ended him. It was hilarious.
  • The group quickly eliminated the two gamorean guards outside.
  • It was about this time the a group arrived for audience with Darga. When the group investigated they discovered that, even though not dressed in Empire gear, that these were Empire agents come to discuss terms with Darga.
  • The group decided to track down the source of the Force within the palace and made their way into the dungeon.
  • They came upon a guard room. With some convincing words from the politco, she was able to convince some of the guards to go up to Darga's throne room, but not two of the bigger ones. The group then decided to take them out but not before they were able to activate the alarm.
  • The group now is about to get into the dungeon, with guards coming up behind and with unknown enemies in front.
  • Next session should be fun.

This is great, Mouthymerc!

My group made it through episode 1 of DoD playing Saga Edition, and I convinced them to try out the FFG Star Wars ruleset for Episode II: A Wretched Hive . Our group was (at the time) a male human smuggler/pilot, male Kel Dor bounty hunter/gadgeteer, female Clawdite smuggler/charmer, male human sentinel/Shien expert (with lightsaber which he carried over from the Saga Edition ruleset), and droid hired gun/marauder. The droid and the Clawdite player have since dropped out and the group has been joined by a female Arkanian (originally sentinel artisan, now slicer/doctor) and a female Zeltron Makashi adept/charmer. They managed to convince Warrick to lead them in with the promise of helping him with his debt to Darga, and the female Clawdite disguised herself as Warrick's twin brother for the journey. They joined Warrick in the gladiator pit (sadly, the Neimoidian didn't survive the encounter, and the dual vibro-sword-wielding assassin droid-masquerading as an astromech kept going back and forth with one of the Gamorreans, neither side being able to land a hit for two straight rounds, as the rest of the group worked on taking out the other gladiators). By the end of the encounter, the PCs emerged victorious with the sentinel having been knocked unconscious and the PC droid having been heavily damaged but not destroyed, but only Warrick was actually lost (compared to Darga's team, who were all disabled/deactivated - the Kel Dor bounty hunter claimed the droid while the human pilot claimed the Rodian's upgraded heavy blaster).

One of Darga's court heckled the PCs in their victory, and the pilot PC decided to blast him with his newly-acquired (and upgraded) heavy blaster pistol. I upgraded the difficulty of the shot with a Destiny point, stating that the heckler was standing next to Darga, and the PC managed to land the attack beautifully, leading to great acclaim (and a BOOST die for further social checks while in Darga's palace) for the group. To celebrate their victory and appointment as Darga's new gladiator team, the PCs were invited to a celebration that evening at which the Imperial entourage made an appearance. The pilot tried to schmooze the Imperial agent and did fairly well for a few drinks (denoted by opposed Resilience checks), but was only able to get a bit of information out of her before the delegation left and an irate group of slavers crashed the party. During their discussion with Darga, one of the slaves the slavers brought with them attempted to poison Darga but the Clawdite (still in her disguise as Warrick's twin brother) drank the poisoned wine by accident (only the sentinel saw the poison being added, and he didn't have time to warn anyone). The Clawdite utterly failed her Resilience check against the poison, taking enough strain to knock her out and cause her to revert to her natural form. The PCs acted shocked, proclaiming that she had infiltrated them, and she was hauled off to Darga's dungeon as the sentinel revealed that the slavers had tried to poison Darga. The Hutt was un-mollified by the slavers' protestations, and another fight broke out in the throne room, with the PCs helping the Hutt's men against the slavers.

The Force was with the PCs for this fight. With an errant DESPAIR result plunging the room into darkness, the pilot managed to take out the angry Wookie single-handedly (the Rodian had a VERY nice heavy blaster pistol) and managed to survive the Wookie's return attacks (if only just), while the Kel Dor bounty hunter used stun grenades to take down a couple of the slavers and the sentinel took down the last few slavers as he yelled out "don't mess with the Hutt's Jedi!" despite being very insistent that the's not a Jedi and doing his best up until now to hide the fact that he even HAD a lightsaber. This, of course, led to problems down the road for them (as many of Darga's men are well aware of the bounty the Empire has posted on Jedi, after all), but it did provide a very good reason for the Hutt and his majordomo to turn on the group. While the initial blow against the PCs went well (both the humans were taken unconscious by the attackers' stun weapons before they could really wake up and react to their attackers, the droid and the bounty hunter (who had been elsewhere in the palace at the time of the attack) returned in time to defeat the attackers and save their fellow PCs. The group then headed to the dungeon to free their Clawdite companion, during which time they were met by the Arkanian (whose player had just joined the campaign). Her slicing proved most helpful in getting them through a few locked doors since their "astromech" droid proved unable to accomplish the task (he's much better at slicing people than computers), and they managed to fight their way to the dungeon and free their companion and the two captured slavers. They gave one of the Gamorrean's vibro-axes to the Zabrak slaver while the Twi'lek slave simply stuck close to the Shien expert, and the group proceeded to a final showdown with Darga's majordomo.

The Kel Dor walked away from that fight with a set of Trandoshan battle armor that he modified to fit himself, and the crew left Cato Neimoidia for the Resurgence with information on some of Darga's business dealings and a lead directing them toward Cloud City, where the Hutt apparently had some business waiting.

I ran Jewel of Yavin for my group in place of Queen of Air and Darkness , and it was on Bespin that the group met the Zeltron Makashi duelist/charmer. From there, the group has made their way to Nar Shaddaa, and we'll see where the campaign takes us. I've advanced the timeline a bit to just after Episode IV (so the default EotE/AoR/F&D timeline) and am considering continuing the DoD storyline though with some tweaks (Nar Shaddaa is serving as an interlude to allow the group to spend some of the credits they earned by winning the Cloud City race and to introduce a few new threads, as well as a chance to learn more about Elaiza herself) and Chronicles of the Gatekeeper is probably going to take the place of DoD's Echoes of the Jedi. I look forward to reading more about your group's adventures with DoD!

Edited by SJanson

Trying to stay on top of this sooner than the last update. Played again last night. Droid player returned. All hands on deck.

  • After taking out the two big Gamorean bashers, the group were now trying to open the doors to the dungeon before more Gamorean guards descended on them.
  • The droid went to work on the console trying to open the doors. The rest of the group prepared to deal with the incoming guards.
  • With blasters and grenades the group make short work of the guards
  • The doors open and the group make their way into the lower dungeon, barring the doors best they can behind them.
  • In the lower room they came upon five doors.
  • Of the group of six, one each took a door while one kept an eye on the hall they came down.
  • Jedi wannabe opens his first to find a room containing a human in a stasis pod and rushes over to investigate. This is the Force presence he has been feeling.
  • Then before anyone else can act the door in front of the droid opens and huge gamorean stands there with a vibro-axe. He swings, grievously wounding the droid, critically injuring him. (He had a setback to all actions for the rest of the encounter).
  • The droid retreated to short range and blasted the huge gamorean, but missed. Luckily he did manage to shoot the axe out of his hands. (With all the dice he broke even except for a triumph.)
  • The guards acted next, popping out of their doors. A group of two attacked the politco while three attacked the dug pilot. The politico was wounded with blaser fire, but the dug fared a little worse. The gamoreans hacked the dug lopping off his arm with their vibro-axes. (This wasn't intentional, just the way the dice shook out, but this particular player has wanted cybernetics for his character since the get-go. Should have seen the happy look on his face.)
  • The bounty hunter went next blasting the huge gamorean. Rolled particularly well damaging him a lot and critically injuring him. Soldier rushed over and also blasted him almost finishing him off with his heavy blaster rifle.
  • The politico shot her blaster taking out one the gamorean guards. The dug crawled away, pulled a grenade and tossed it among the guards.
  • Wrapping around, the bounty hunter finished off the huge gamorean. The soldier followed up using autofire to take out the group on the dug. That left one lone guard blasting at the politico but was quickly taken out.
  • The group then decided to get the human out of the capsule. Dr Death (soldier/medic) then proceededto bring her out of stasis but it would take time.
  • The rest of the group held the corridor while guards rushed them until they were able to get the Jedi master out.
  • The group escaped out a passage that took them back to the throne room where they ran into Darga's translator droid (also Switch's agent). He informed them the the Empire was on the way in the form an Inqisitor and, probably, a Star Destroyer.
  • The group quickly vacated the palace and returned to the rebel ship Resurgence.

I handed out XP and rewards and the group is now recovering. The dug is getting a replacement arm with a built in weapon. Gonna take a break and play something different before returning to this again. Maybe try out the new Conan RPG. Or maybe Savage Rifts. Haven't decided as yet.