Aug/15
2010

We got down to the tabana gas refinery, found out what's going on and captured those responsible, then made our way back to the hotel. Brenna used her connections to get some time with the Baron, who we figure *is* the imperial agent (he was doing some work specifically for Palpatine).

We managed to copy his datapad, which will prove useful...

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Aug/08
2010

August 8, 2010
I show up late and laptop-less due to family events. Eric plays Bertalan.
Quoth Eric:

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Aug/01
2010

We had some fun time that ended up blinding Brenna, then were contacted by someone deep underground. We rescued a Jedi Master, then had to fight our way out - we got clobbered by the Gommorian guards, the Nemodian Dark Adept, and his bodyguard. Thankfully the Jedi Master saved us, because we're not really much for rescuers.

We have our info, this place has nothing else for us, and there's an Imperial Inquisitor on the way. Sounds like time to leave.

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Jul/11
2010

We survived our gladiatorial combat with Darga's minions, then explored, and finally were beset upon by assassins. Tomorrow morning, the Empire shows up so we need to be at our best and may not be anyhow...

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Jun/27
2010

We got into Darga the Hutt's hideout and have started to endear ourselves with him. His cronies may not be so happy with us, though.

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Jun/13
2010

We got into the next adventure - we go to some backwater moon to find some information on the Sarlacc project. We tangle with the locals and then start struggling to find information.

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Jun/06
2010

We found our captives, wiped out a bunch of stormtroopers and some mutated Felucians, and headed out of Felucian space with a quickness. End of module!

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May/23
2010

We chatted with the Felucians, then went into the prison through the super secret entrance. We dispatched an evil mad scientist, then tangled with the guards and their commander. Fortunately the E-web could not be pointed down the hallway at us.

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May/16
2010

We fought through some stormtroopers and rescued the cargo (a dude in carbonite), then escaped the station. We went to Alderaan and visited with Bail Organa, then went to Felucia to rescue an Imperial turncoat. Things were going well until we started getting stomped by some locals, and then some dude stopped them. Next session we'll have a little discussion in the native village.

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May/02
2010

Maya explained what she's doing, kind of. We need to get a package to Alderaan, and just pick it up from some droid. Of course, there's trouble around that droid.

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May/02
2010

The woman was badly wounded. Probably a severed abdominal artery thought Brenna. It amazed her that the woman could even stand. Let alone run. But that was exactly what they were doing. Fleeing down side passages, led by the wounded woman, to escape the carnage these strangers had exacted on the stormtroopers.

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May/02
2010

We found the location of Darth Sirius and Senji (Xevius) and went there to deal with him. With the help of Senji (who we managed to turn back Light), we managed to kill Sirius. The only problem was Obachi turning Dark, and unfortunately he escaped.

The galaxy is safe from the Sith menace--for now...

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Apr/25
2010

Tonight we did character creation and got into the story just a little bit with a quasi-random encounter, which is a little less cliched than, "An old man comes up to you in the bar and says, 'I need a favor from you.'"

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Apr/24
2010

Character Creation:

Character creation follows the rules presented in the core rulebook, except where noted below.

Characters begin play at 1st level.

Ability Scores

Instead of rolling your ability scores, Dawn of Defiance uses the planned generation method as described on page 18, except you build a character with 28 points. Each ability score starts at 8. Use the following guidelines to determine how many points a specific ability score costs.  9 - 1 pt, 10 - 2pts, 11 - 3 pts, 12 - 4pts, 13 - 5pts, 14 - 6pts, 15 - 8pts, 16 - 10pts, 17 - 13pts, 18 - 16 pts

Heroic Classes and Class Features

All heroic classes in the core rulebook are available for play, although due to the Galactic Empire’s merciless policy towards Jedi, Force-using characters should be careful where they display their powers.

Characters begin play with maximum credits at 1st level.

Equipment

All equipment with a military or illegal rating is unavailable for purchase at character creation, with the following exceptions: heavy blaster pistol and hold-out blaster pistol. You must pay the additional license fee for any available equipment that has a restriction rating (see page 118 of the core rulebook). At 1st level, you need not make any skill checks to obtain an available item with a restriction rating; simply pay the additional license fee, and the item’s all yours.

Destiny

When you create your character, you may choose a destiny from the following list presented under Sample Destinies on page 113 of the core rulebook: destruction, discovery, rescue, or redemption.

The Force

The Force rules present in the core rulebook with are used, with the following exceptions:

• You may not reduce your Dark Side Score in any manner except through GM intervention.

Campaign Background

The Dawn of Defiance campaign opens some months after the rise of the Empire, with the Clone Wars a very recent and vivid memory for most beings in the galaxy. The Empire has begun tightening its grip on star systems throughout the galaxy, and Darth Vader stands at the newly declared Emperor’s right hand, crushing any opposition and hunting down the last remnants of the Jedi Order. In these short months since the fall of the Republic, many have joined the Empire willingly, including the Core Worlds whose Human nobles stand to benefit a great deal from its tyranny.

Similarly, many others have begun rebelling against Imperial oppression, finding themselves driven out of their homes (or worse) and forced to live in a galaxy that tolerates no opposition to the Empire

 

 

 

Apr/24
2010

Here are approved house rules for the DoD Campaign:

Medpacks: A character can benefit from multiple medpack usages per day. Each additional use of a medpack past the first increases the DC by 5.

(possible, not yet approved) Second Wind: A second wind can be used once per encounter, or once every five minutes out of combat. If you have a feat or talent that gives an extra second wind, you gain an additional per encounter use of second wind.

Fool's Luck now grants Competency bonus, not Luck.

Climb, Jump, and Swim will be treated as a single  'Athletics' skill.

 

Apr/24
2010

May 3, 2009

This will be the final week of the session and campaign, most likely. Smoke ‘em if you got ‘em!

In other news, I think I know who the main villain in the next campaign is going to be.

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Apr/24
2010

We completed our fight on the sailbarge and rid the universe of one more Most Respected and Esteemed Hutt. Then we found our next lead on the Dark Sun, but in the process of trying to leave encountered some bounty hunters who thought they could take us on.

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Apr/24
2010

It suddenly occurs to me that I didn't post the notes from the last few weeks of last session, I believe because the blog was busted.

In this episode, we continued our fight on the sail barge and ensured that the Sarlacc wouldn't go hungry.

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Feb/22
2009

We finished our jailbreak, then ended up on Nar Shadda. Zorba is mad because we killed his favorite spice smuggler, and there is a big bounty on our heads from the Sith anyway. So we are getting tossed into the Sarlacc pit for 1000 years of agony. However, Sartok spots a familiar looking bot and signals it just as he's about to be pushed in...

Joel owes me XP's for posts.

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