Saturday, January 7, 2017

Planets of the Habin Sector

A hyperspace lane chart of the Habin Sector

Kaabla is gas giant that houses a rebel listening post on a rocky moon. The base is only staffed by a handful of rebel intelligence officers, and if discovered they are more likely to abandon it than fight (at least at this juncture).

Habin is to Santorini what Tatooine is to Tunisia. It's also the capital of the local Moff and acts as a resort world for several Imperial officers. The planet is 90% water but is covered in large-ish islands that house imperial villas and small cities. The largest island, almost continent sized, is home to the capital and the Imperial garrison. The native humans and alien populations appreciate the business but are largely considered second class citizens.

Dostroth is a cavernous rock of a planet that acts as the primary Imperial fortress in the region. Rumors say it houses an alternate cloning site from the clone wars, and that may explain the number of stormtroopers. Recently military buildup at Dostroth has been oddly high, even for a sector so near contested space. Operatives at Kaabla believe an Imperial official may have arrived their recently.

Urruro is the site of TaggeCo's current operations and the chief producer of weapons and walkers in the sector and one of the largest in the midrim as a whole. The air has been rendered almost unbreathable except by certain alien species and so a respirator will be required at all times.

Itan the location of much of TaggeCo's operation during the Clone Wars. Now it is a nearly uninhabitable wasteland of garbage deposited by both TaggeCo and the Imperial forces. It is still inhabited by groups of scavengers and those too destitute to move.

Veno is a slate gray world that acts as an Imperial Dungeon Planet. 

Diteen is a world that consists of a gigantic, acidic ocean, few islands, and the terraformed bubble-cities of the "natives."  Why the aliens who make this planet their home would've chosen such an inhospitable world to colonize, and to do so in such a strange way, is unknown.

Tortera is a jungle planet and home to several small pirate fleets that plague the system. So far they have been wise enough to avoid TaggeCo and Imperial ships and thus have avoided the jackboot.

Briefing from General Dodanna

As many of you know, the Empire has been quiet in most sectors since the destruction of the Deathstar; however, what some of you may not know is that there has been a significant military buildup in sectors bordering the Outer Rim. We believe the Empire is preparing to knock out pockets of resistance there so they do not have a chance to join the Alliance. This must not happen.

To prevent their takeover of the Outer Rim, we are deploying you as a small strike team to the Habin sector. Until reaching that sector, you are to avoid all contact with the enemy. Once their, your primary mission is to make contact with local rebel cells, criminal organizations, and other potential dissidents and either convince them to join the Alliance or make them sufficiently indebted that they can be relied upon in future operations.

Your secondary mission is to sabotage Imperial efforts in the region and the work of TaggeCo and its subsidiaries. I don't need to tell you that the Tagges are powerful figures in the Empire, and that their industries do much to power the Imperial war machine. Some of you have felt the effects of TaggeCo on your homeworlds. However, this sabotaging should not be done at the expense of the primary mission. Your goal is to secure allies not enemies.

Your tertiary objective is to provide funding to the Rebellion as best you can. Any materiel that can be secured would be most useful to our war effort and can be securely given to the listening post at Kaabla.

Your first task should be to make contact with Borba the Hutt and his base of Goti Station. Unfortunately, few know the hyperspace travel routes to reach it and thus you will need an informant. Fortunately, our agents at the listening post in Kaabla have set up a meeting with a potential informant on the planet of Habin, the capital of the sector. You are to proceed there with all speed and have this meeting.

Good luck, and may the Force be with you!

Wednesday, January 4, 2017

News from the Dark Country January 1393

Under the watchful eye of Kozel, the locals made the proper rites to "St Santa Claus" and managed to avoid the depredations of the Pestilence Man another year. Huthmas has now come and gone and things are relatively calm in Nightwick itself, though news and supplies continue to be scarce.

News has come from the south though. It seems Marta the Black, one of Arnawald's most trusted lieutenants and one of the few Women-at-arms in the World of Knightwick, was slain in a skirmish with Yimsleyians near Knightpath. Five separate men, each identified as Yim Yimsley, have hanged for the crime.

Monday, January 2, 2017

A Karslish Encounter

O, Sire! O Sire! I'm afraid of your way.
O, Sire! O, Sire! I'm afraid of your way.
Your mind is to ramble and lead me astray!
- A Karslish Balad

The Outlandish Knight (HD 6+1 AC 18 ST 12 Move 12, Only hit by +1 or better weapons or cold iron) can be found in a sea-cave in hex XXXX.  He lairs there with his six drowned brides (HD 2, AC 16, ST 16, Move 12, Undead) who wish they were somewhere else.  If encountered in the cave he will strike out madly with a +2 greatsword (+3 to damage due to his maddened state).  If the cave is found at night, when he is out wandering, the brides will try to ambush and drown victims in nearby eddies.  

There is a 1 in 6 chance that he will be in any nearby coastal village the players are visiting, courting a lady with his charm ability (may only be used on one victim at a time, lasts until dispelled).  He will persuade these women to steal their parents' money and horses and come with him to the seaside, where he promises there is a boat waiting.  There never is.  Women so tricked are added to the drowned brides.  For each drowned bride the Outlandish Knight has he gains 1 HD.  While he has a charmed victim he gains +1 to his HP.

The Knight appears as a knight of the Northern Isles, but with finely polished silver armor with a ghastly visage.  If his helmet is removed his misshapen elf-head is revealed and any charm effects currently active will be dispelled if the victim is able to see him.  His brides appear as beautiful women with damp hair clad in wet gossamer.  Striking them is like striking cold steel.

In his sea cave he has accumulated a small treasure hoard from his victims.  Notably he has enough fine clothes to be worth 6,000sp, and 300gp in coins.*

*Note: The Nightwick campaign uses a silver standard.

Wednesday, December 28, 2016

Star Wars: War on the Frontier

This is a revamp of my War on the Final Frontier campaign for Star Wars.  I did a Star Wars pitch after seeing the Force Awakens, so it seems natural I should do one after seeing Rogue One.

The year is 5 BBY.  The Galactic Empire is approaching its zenith and the Galaxy is in the midst of the Dark Times, but the Empire has not yet gained control of certain corners of space.  The Outer Rim, ever lawless and independent, has proven a tough nut to crack, even for the crack Imperial Navy.  However, their expansion into this region has been aided recently by the acquisition of nine systems known as the Habin sector, after its capital.  This sliver of space will prove vital to imperial operations as it will serve as the primary root for materiel from the Core and also has an industrial planet of its own.

The players are members of Rebel Intelligence.  Their mission is to head to the Habin Sector and make contact with any criminal organizations or potential rebel cells there.  They are to persuade these entities to join the Alliance or, failing that, make sure that they are sufficiently indebted that they can be relied upon for "favors" in future operations.  As a secondary goal, they are to sabotage whatever Imperial projects they can, but not at the expense of the long term operation.

Their cover is to be bounty hunters and merchants in the hope that this will provide them an "in" with meeting the local criminal organizations and give them significant room to move within Habin society.  Execution of the functions of these covers will be necessary to maintain them, but in a sector so close to the Outer Rim, it should be easy.  The players are encouraged to remember that the long term mission of alliance building and intelligence gathering is paramount and will require sacrifices.

Rebel brass believes the first organization you should contact is that belonging to Borba the Hutt.  He supposedly operates out of a deep space station known as Goti Station, but its current whereabouts are unknown.  An informant has promised to reveal its location for 10,000 Imperial Credits.  He wishes to meet at a warehouse on Habin.

Notorious murder and criminal Dr. Evazan has been sighted in the system and both Borba the Hutt and the Imperial Security Bureau have placed sizable bounties on him.  Interestingly, the ISB bounty specifies that he must be brought in alive.  Getting the bounty for him could prove useful for future operations in the sector, but he may know information that may be useful to the Rebellion.

Spies at a listening post within the system report that the garrison on the fortress world of Dostroth has been recently reinforced, and rumors persist that it is due to the arrival of a high-ranking Imperial official.


Monday, December 19, 2016

News from the Dark Country: December 1392

It appears the situation in the Fog-bound Forest is worse than was previously feared. Baltzer the Bold, in his attempt to disperse the pagan rebels in the south, uncovered a diabolic coven within Blackleg itself! Under torture, several members admitted helping the wharwilfs and witches of the Fog-bound forest in some ritual meant to bring about a cursed Anti-savior sometime this month! Burnings and hangings continue.

Also from Blackleg, news has come that Arn's wife has given birth to a son, conceived before his death. The child is to be named Arn II of Blackleg and Baltzer the Bold is to continue to act as regent.

Van Toad Merchant Caravan has arrived in the village. It's sluggish merchants still seem active enough to croak about pig-men, bandits, ghouls, and stranger things along the road north. In addition, they are offering a full set of finely crafted hand weapons and frogling handgonnes for sale if the party wishes to supply the Howling Kommandos.

A group of masked figures cloaked in brown rags have arrived in the village. They have caused quite a stir due to the disturbing character of their masks and their furtive activities.

They spoke only to Kozel and identified themselves as some of Father Winter's Elves. There are three of them available and the party may pick whether they operate as men-at-arms or conjure men. They will only be available for the Christmas weekend game.

Sunday, November 6, 2016

News from the Dark Country: October and November 1392

October 1392
The calendar and liturgical months of October and Shocktober have once again aligned, meaning that there is likely to be a very hectic Halloween Muster.Admittedly, sometimes such Halloweens pass uneventfully as the dark powers which govern such things are pulled away by concerns in another dimension.

Still, the omens so far are grim. Women have been seen at dusk flying on brooms and kettles and pans and coffins and billy goats and cats and even men bent over and howling like wolves. Even the "cat lady" who recently... attended to one of the Trull brothers has left the village. They head into the Fog-bound Forest for what is likely to be a hideous rite of some import.

As if this unprecedented supernatural terror was not enough, banditry along the Long Road has essentially stopped all trade during this October. Rupert is beside himself, with a dwindling stock and little news from home. He does have a writ from the Van Toad Merchant House that offers a bounty of 200 gold Knots for anyone willing to find and clear a bandit encampment thought to be in the Great Swamp, somewhere near the ruins of Vollage.

Finally this month, Mervynn came into the village and has stated that Nightwick Abbey itself spoke allowed with the opening of its trap doors and the clapping of its falling stones. He did not understand all of what it said, but says that the short version is that the Abbey wishes to make it known that it can devour souls forever. He's not quite sure why it took the time to say that.

November 1392
The strange coven that had been gathering in the Fog-bound Forest seems to have dispersed without ill effect on the Sons of Adam. Many of them could be seen leaving on their brooms, skillets, and ax handles as shadows on the moon. Halfdan suggests that, perhaps, they forgot some key component to their ritual and will have to wait to some future time to enact it. Regardless, the Cat-Lady from the village has yet to return, so it is possible that some witches still remain in the wood. The men of the Lodge have not yet returned to their work for fear of such women.

The bandit activity of last month has escalated into a full peasant revolt in the southern villages. This one seems more typical than the strange occurrences earlier this year. It's the normal torches, pitchforks, and lynchings. Baltzer the Bold has sent a request to Badder for reinforcements, but Badder seems content to sit his men in Nightwick until the leaders of the Howling Kommandos make their way to Lychgate.