The Team™ are former members of a “kill team” assembled by The Company™ to conduct The Operation™ wherein they killed a bunch of people for…reasons. After the last mission together, The Operation™ was completed (successfully or otherwise), and The Team™ was disbanded, and everyone then went their separate ways. The recent report of the death of Dungeonmaster brings the Team™ together once more. It was decided they would take a cruise-vacation to the Bahamas, during which they would see DM properly put to rest, as he wished, by spreading his ashes at sea.
The Team™ of assassins consists of:
The Baroness (“Ness”): A female sword specialist, and recently-jilted bride. (Kill Bill “The Bride” ripoff.)
Mayhem (“May”): A company-engineered guns specialist. (Hitman “Agent-47” ripoff.)
The team, having secured data from an Imperial communications station and destroying it (3:26), arrives at Mahina Kai Plateau to debrief. Their primary objective is to decrypt the acquired Imperial data (4:12). Tina, with assistance from Saw Gerrera’s code breaker and her personal computer, manages to decrypt the strong Imperial encryption after many hours (10:07-15:34).
The decrypted data reveals several critical pieces of intelligence:
General tactical information and Imperial deployments in the sector (16:15).
A communication from Panaka to administrator Grel detailing a specialized team from Jedha arriving in three weeks to extract kyber found at Palace (16:41-17:20).
A message stating that mycoxit production on Phantine needs to be accelerated due to the construction of a new secret weapon in deep space, and the Emperor has granted Administrator Krytal authority to meet the supply quota (17:34-18:27).
Another communication indicates that Moth Panaka is returning to Naboo in five days to meet Queen Dal of Naboo and Princess Leia Organa of Alderaan (18:55-19:22). Saw Gerrera shows particular interest in this last piece of information (19:33).
The group discusses their next course of action, focusing on disseminating this vital intelligence to Rebel contacts, especially regarding the superweapon (26:51-28:40). They also consider the possibility of preventing Moth Panaka from reaching Naboo (31:57).
Later, news arrives that Phantine has been blockaded by Panaka’s Star Destroyer, grounding all ships except those on Imperial business (40:19-41:03). Stormtroopers and Nova Sec are also raiding lower levels of the city (47:29). This makes getting Saw Gerrera off-world a priority (44:00-44:26), with discussions revolving around stealing an Imperial ship from the starport or running the blockade with their own ships (54:53-1:10:00).
The episode concludes with the group getting Saw Gerrera off the planet amidst the Imperial lockdown (1:01:40 – 1:15:35).
Player Notes:
Full house again.
This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
This recap is also a YT AI summary because I’m super lazy …
Introduction and Pregame (0:00-8:35): The session begins with introductions of the GM and players, followed by a pre-game discussion, including character business and skill point allocation.
Infiltrating the Comms Facility (5:34-7:00): The team had previously infiltrated the facility through abandoned mine tunnels and taken control of the Ops Center.
Alarm and Imperial Response (7:00-41:42): An alarm sounds, alerting Imperial forces to their presence. The team attempts to manage the situation, with Bostco bluffing an Imperial officer about a reactor malfunction (13:17-23:02). However, Grand Moff Panaka appears (23:02-24:09), raising concerns about the Imperial response.
Contacting Saw Gerrera (24:09-29:00): The team contacts Saw Gerrera, who is pinned down in the reactor room with his partisans due to heavy Stormtrooper presence. They decide to send reinforcements (Darrrill and some of Saw’s men) to assist him.
Preparing for Exfiltration (29:00-41:42): The team successfully downloads the critical communications data (29:51-30:09). They stun the Imperial operators and secure the doors (38:59-40:50). Nim and Tina also attempt to weaponize the communications array to damage the Star Destroyer (32:55-36:22).
Approaching Saw’s Location (41:42-50:00): The team navigates towards Saw’s location, choosing an approach route and preparing for combat.
Tactical Combat (50:00-1:17:22): The rebels engage Stormtroopers, using cover and coordinated attacks. Nim and Bostco successfully take down heavy Stormtroopers and Sergeants, while another partisan is taken out by Stormtrooper fire.
Player Notes:
Full house again.
This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
This recap is also a YT AI summary because I’m super lazy …
Mission Objective: The group is tasked by Saul Gerrera to break into an Imperial communications facility and acquire communication logs to disrupt the Empire (2:59-3:47).
Facility Information: Bosco successfully gathered information about the facility, learning it was built on an old mine with a recent cave-in creating an unexpected breach (4:11-5:31).
Stealth and Infiltration: The team decided on a stealthy approach, with plans to use the mine as an entry point (5:41-5:50, 54:42).
Character Contributions:
Bosco: Used his social skills to “turn” an Imperial officer named Trina, who now serves as an unwitting asset with high-level security access, potentially providing key card copies (9:56-28:56).
Darrrill: Won a device from a smuggler that provides a +1 bonus to security-related roles, aiding in bypassing security (31:50-32:18).
Luck: Conducted physical observation of the facility, estimating 20-30 troopers on site and noting the presence of Moff Panaka (35:50-37:02).
Nim: Utilized Streetwise to find criminal vulnerabilities, learning about local personnel in Hobs’ pocket who could be utilized for a cost (38:45-41:12).
Tina: Researched the facility’s security systems, gaining a +1 bonus to hacking-related roles, and also repaired her lightsaber and learned “Force Pull” (43:52-52:27, 1:06:10-1:09:00).
Disastrous Plan: Despite initial successes in information gathering, a critical failure during the tactics roll indicated a “disastrous plan” with a worse-than-expected “bad” outcome, suggesting unforeseen complications, possibly related to Trina being a double agent (1:00:00-1:04:13).
Limpet Mines: Saul Gerrera provided limpet mines, intending to render the facility inoperable after the data acquisition (57:28-59:53).
The mission’s success is now largely dependent on navigating the unforeseen challenges stemming from the critically failed tactical planning.
Player Notes:
Full house again.
This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
This recap is also a YT AI summary because I’m super lazy …
Between Missions & Call to Action (0:11-0:56): Imperial Stormtroopers and a curfew are in place, with increased scrutiny on the populace, especially those suspected of resistance (10:43-12:55). The characters discuss how to adapt their daily habits to avoid detection, with some planning to use stealth or disguise (17:41-26:00).
Intelligence Gathering (27:22-37:37): The characters gather intelligence on Imperial movements and activities, noting the increased security at spaceports, the crackdown on criminal elements, and instances of mob justice against informants. They also observe an Imperial Star Destroyer, the Interrogator, orbiting the planet (39:41-42:50).
Meeting with Saw Gerrera & Planning (1:38:38-2:40:50): The team receives a message from Saw Gerrera, who is on Phantine and wants to meet (37:49). They confirm his legitimacy and discuss using intelligence analysis to map out Imperial strengths and weaknesses (38:55). They also learn about an investigation into Administrator Krytal by ISB agents, suggesting potential vulnerabilities (48:53). The group plans to travel to the meeting point in a vehicle, disguised as employees transporting junk, with weapons stashed (1:00:22-1:03:19). They encounter a makeshift Imperial checkpoint on Minerva Street (1:07:34).cc
Player Notes:
Full house again.
This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
This recap is also a YT AI summary because I’m super lazy …
The moderately fast chase ensues, with Darrrill and Nim driving, while Bostco, Luck and Tina shoot at their pursuers. Between a mixture of luck and skill, the Team manage to escape, causing both pursuing speeders to crash and/or explode.
The team gets to the hangar bay without further incident, although a lot of people are confused as to what was going on. They begin to load up the weapons on a YT-2400 conveniently parked here while Darrrill heads to their already captured ship and begins to prep.
Over the station loudspeaker, a grievously injured Ral’Torak reveals their actions and puts a bounty on their heads … which naturally prompts a number of the ne’er-do-wells in the hangar bay to draw weapons and engage. A fierce skirmish ensues that leaves a lot of dead pirates on the deck.
And without further ado, both of the captured pirate ships roar out of the hangar and flee the Twilight Vale before making the jump to lightspeed. They leave behind them an enraged pirate captain …
Player Notes:
Full house again.
This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!
Upon meeting with Saw Guerra, the Team grudgingly agree to assist him in liberating a large cache of stolen weapons from the pirates.
The team’s plan has them hitting the armory from below, cutting through the floor, then absconding with the weapons on some load lifters.
Things naturally get a bit hectic as security tries to stop them, but the Team persevere and escape on the lifters … just in time to see the chief pirate, Ral’Torak, leading his own team of speeders after them!
Player Notes:
Full house again.
This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!
Having obtained access information to the Twilight Veil, the Team plan their approach, fully expecting severe difficulty in gaining access. Apart from some manuever difficulty, however, none of the pirates seem to care.
The secret pirate base is revealed to be a mismash of old starships, welded together to create a single, bizarre entity.
Aboard the base, the Team spend some time seeking out their target, Dexar Tao’ni, culminating in a meeting in the cantina. Dexar is more than interested in getting away, but he needs the Team to help him get someone else out as well. That someone? Saw Guerra.
Player Notes:
Full house again.
This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!
Having received the information about Dexar Tao’ni, the Team travels to Alassa Major, a resort world, in order to seek out Greeva Varrin, a former Crimson Corsair.
The Team splits into two groups in order to maximize their investigative capability: one group, consisting of Luck, Nim and Tina concentrate on the underworld, while the other team of Bostco and Darrrill seek out higher end establishments. The former learns only that Varrin seems to owe a lot of people money, while the latter eventually locates the man at a casino after Darrrill loses some credits.
The Team converges upon the casino an attempts to question Varrin, but this leads to an attempt at shadowing that turns into foot chase. Unfortunately for Varrin, Nim is quite fast and Luck has a jet pack.
Varrin reveals that Tao’ni is likely hanging out in the Twilight Vale in the Stellara System. The Vale is considered very difficult to navigate and Varrin suggests the Team acquire a Crimson Corsair starship which will have a flight path preprogrammed in its navcomp.
Luckily, the Team have used the captured Corsair ship to come to Alassa Major, so upon letting Varrin go with their tanks, they return to the ship and Tina is able to slice into the computer to retrieve the coordinates. Now all that is left is to figure out a cover story…
Player Notes:
Full house again.
Bostco’s player FX Engineer had severe internet issues and ultimately wasn’t able to play; he logged in briefly but lost connectivity and was never able to regain it.
The players jokingly decided that Greeva Varrin was now a lounge singer and the GM rolled with it. We also kept joking that the old lady gambler was secretly a terrifying assassin or something, but nothing really came of that … yet.
Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!
The Team arrives in-system within the captured Imperial shuttle and make their approach, using the codes obtained from the ISB personnel.
Upon landing, Bostco, Luck, Tina and Kinni Dedmiit, one of Kalen Brie’s men, enter the Imperial facility, with Bostco and Tina wearing ISB uniforms while Luck and Kinni are in stormtrooper armor.
At the detention facility, Luck enters Ronan’s cell to grab him, while Bostco chats with the senior security man. Ronan whispers to Luck that “they know,” which he relates to the rest of the team by using a code word. They’re blown.
The senior Imperial officer insists that Bostco walk in front of him and panics when he does not, drawing his firearm to shoot. Bostco fast-draws his own weapon and they exchange shots; Luck reacts immediately by charging forward, engaging the security men and nearby stormtroopers.
Once the situation is secure, the Team is surprised to learn that all cameras are already off which appears to be the work of Nara Tao’ni, the investigator from earlier. They learn from the surviving security officer that there is a trap waiting for them but this kicked off earlier than planned…
With the surviving security officer as a prisoner, the Team exfiltrates as a major power outage engulfs the complex.
Back aboard the shuttle, the Team flees, pursued by a pair of TIEs, but Darrrill’s expert flying allows them to completely elude the fighters before making the jump to lightspeed…
Player Notes:
Full house again.
Felt bad for Gigermann as we inexplicably had to leave his character behind at the shuttle so he twiddled his thumbs.
Not sure about the plan the Imps had here. I think if I was GMing this, there would have been a bunch of stormtroopers hiding in the other cells and, at a signal, they all spring out to ambush us.
Still struggling with the Spacecraft ship combat rules. I’m thinking there needs to be some sort of cheat sheet for it to simplify some things.