The Chronicles of The Annabel Lee

Dawn of Defiance: Episode 4
A Wretched Hive: Part 1

The briefing room aboard the Resurgence is clean and white, with several benches wrapping smoothly around a holographic projector seated on a raised dais in the center of the room. The projector springs to life, and the blue-tinted hologram of a Hutt appears to hover a few inches away from the projector’s three curved prongs.

With a brusque clearing of his throat, former Imperial officer Gilder Varth begins to speak, wasting little time on pleasantries. “Before the Empire decided my conscience was a liability,” he says, “I was involved peripherally in a top-secret plan known as the Sarlacc Project. While the details of the project are unknown to me, I was involved in the transfer of large sums of credits and resources to the project. Whatever the project entails, it is taking up a lot of the Empire’s time and effort. Moreover, I believe that this Sarlacc Project is destroying the lives of thousands of sentient beings; casualty reports crossed my desk on a regular basis.

Unfortunately, I don’t know much more than that. However, during my brief brushes with the project, I discovered that the Imperial Navy was hiding the program’s existence from the Senate by transferring resources through secondary sources. Resources were routed through the Corporate Sector, through fake contractors, and through the criminal underworld to keep a trail from leading back to the project.

One such secondary source was a Hutt crime lord named Darga. Like all Hutts, Darga is a slimy gangster whose love of credits is exceeded only by his love of power. Part of my job involved transferring resources to Darga, and in turn arranging for Imperial agents to take control of other resources from the Hutt’s organization. These were not simply transfers of credits. The items being traded were not specified, but physical resources were definitely being exchanged. Though it’s not much, this is the only lead we have.

Captain Verana has charged me with helping to uncover more about the Sarlacc Project, and he has authorized me to use you as my agents. We need you to travel to the planet of Cato Neimoidia and find Darga the Hutt. See if you can learn what he is trading in and how it relates to the Sarlacc Project.”

After a short debate, and haggle about fees, the crew of the Annabel Lee find themselves in their ship heading out to Cato Neimoidia. There is a short skirmish with some TIE-fighters but nothing they can’t handle, even with Trooper suffering from food poisoning, and the ship soon lands at Zarra spaceport.

Leaving Trooper to guard the ship the crew make their way into the ruined city. They are quickly hassled by a localswoop gang. The Vipers, a rough gang of thugs who terrorize Zarra on a daily basis, always look for fresh prey when an outlander starship arrives. The swoop gang’s leader is a violent Human woman named Kessra. She is the only female member of the gang, but she bears the scars of several past battles. From the Vipers’ demeanor, it is clear that they follow her unquestioningly. Kessra taunts the heroes from the back of her swoop bike, claiming that they’ve failed to pay for a landing permit from the Vipers. If they wish to pass unharmed, they’ll have to dole out 1,000 credits each. Psort opens fire immediately so the party are forced into a gun battle which they win fairly easily, driving off Kessra and the reaminder of her gang.

With nothing more to go on than a city and the name of a Hutt, the heroes don’t have many leads to follow. Asking questions about a Hutt crime lord can be a dangerous business in Zarra, and most citizens rebuff the heroes if they try. However, after a few attempts to find Darga, the heroes should come to realize that the Hutt lives in the city and is, in fact, well known, even if no one will reveal his exact location. But there is one way for the heroes to learn where Darga resides. One of his flunkies, a young Devaronian thief and errand boy named Warrick “Womp Rat” Raden, spends a great deal of time in the city. The heroes are told where to find Raden—a nearby ruined warehouse.

When the heroes finally locate Warrick Raden, they quickly discover that he does not want to be found or to talk about Darga. The Devaronian is willing to fight his way free and is not afraid to fire a few blaster bolts to put the heroes off his scent. Withdrawing after an initial parlay is refused the party return all guns blazing. Despite his re-programmed excavation droid guards and a bunch of handy thugs, the fight is fairly one-sided and soon Reden is the team’s prisoner.

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Dawn of Defiance: Episode 3
The Traitor's Gambit - Part 3

Once the heroes have concluded their visit to the Felucian village (and prevented the Imperials from reporting its location), they make their way to the Imperial prison facility. Their Felucian scout leads them around obstacles and potential threats and takes them directly to the facility. Their guide doesn’t say much on the journey and simply leads them to their target with solemn determination.

When the heroes arrive, they discover that the prison facility is a relatively squat, two-story building in characteristic Imperial style: gray walls with a slight outward slant, no visible windows, and a plain visage that leaves no room for accoutrements. The second story of the building is visibly smaller than the ground floor, and blinking lights line the top floor’s edges. A large set of blast doors denotes the ground floor entry to the building, while a single gun turret (which appears to be an E-Web blaster built into the wall) juts out a few meters to the door’s left. Otherwise, there are no other visible entrances or exits to the facility. Stormtroopers stand guard at the facility’s blast doors, while the low hum of speeder engines indicates that there might be scout troopers on patrol nearby. The team hears heavy thudding sounds in the distance, along with the noises of plants being crushed, indicating the presence of a walker of some kind.

Fortunately for the crew, their Felucian scout is aware of a secret entrance. He leads them to the northwest corner of the building, where a ventilation grate barely hangs on its bolts. With the right application of force it is pried free, giving the heroes a way into the prison facility.

The first room the team come across is the medical bay.Originally a standard medical bay intended to heal prisoners who were injured during interrogations, the bay has been transformed into a science lab. The room is littered with experimental equipment designed to alter the genetic material of the test subjects—namely, the Felucians that the Empire has been snatching from the nearby villages. Three filled bacta tanks line the far wall. Currently, the tanks are empty of patients, but wear and scratches on the inside of each tank show that whatever had been floating within had tried to claw its way out.

When the heroes arrive in this room, they found themsleves fighting the mutated Felucians, a lab technician and a medi-droid.

The crew then make their way to the prison stockade. The small prison block where Admiral Varth is being held is unlike most Imperial detention centers. Instead of having individual holding cells, the prison block features an open but secure area where the prisoners share a living space. However, the space is filthy and the prisoners are treated poorly, and a former Imperial Admiral is no exception. As soon as the heroes enter the room, they find themselves under attack from the guards and security droids. After a fierce battle, the team rescue the Admiral and, after some debate, other Imperial prisoners.

Admiral Varth is a slightly overweight man with close-cropped gray hair and a bushy mustache. He has clearly seen better days; his right eye is swollen and bruised, and a trail of dried blood stains the corner of his mouth.

Making their way to the Communications Centre, cue more gunfighting, and back to their rendevous, the crew find their guide dead and the Imperials alerted. They retreat back into the base and arrange to rendevous with a repaired Banshee and Captain O’Keefe on the roof.

Once the heroes reach the second floor,they find themselves face to face with Captain Vischera, the mastermind behindthe cruel experiments being performed on captured Felucians. From the command centre, Captain Vischera monitors the interactions among many Imperial facilities on Felucia, including his own.

Vischera is waiting for them to arrive, attended by two bodyguards—mutated Felucians that have been molded into terrifying fighting machines and a umber of stormtroopers. The fight is arduous but the party overcome their inept shot foes and the mutants. Captain Vischera also meets a bloody end.

When the heroes finally make their way to the roof of the facility with Admiral Varth, Captain Okeefe brings the Banshee swooping in to rescue them. As laser fire spatters ineffectually against the ship’s shields, the heroes climb into the transport via the extended landing ramp. The heroes planted the explosives in the communications centre and the first round of explosions begin tearing through the facility, growing louder and closer with each passing second. Once everyone is on board, Captain Okeefe blasts off, and within moments the ship is safely away from the lush fungal world and into hyperspace.

Instead of returning to Alderaan, Captain Okeefe tells the heroes that she has been instructed to rendezvous with a starship in the remote and uninhabited Zandrax System. She goes out of her way not to mention Bail Organa’s name, especially not in front ofAdmiral Varth, and explains that their benefactor has set up a refuge for them.

Upon exiting hyperspace, the heroes are greeted with the impressive vision of the Resurgence, a brand-new Nebulon-B frigate that will serve as a mobile safe house for the Admiral. Captain Okeefe lands the Banshee in one of the Resurgence’s docking bays, and once they disembark, they meet the captain of the frigate, Adrian Verana. Captain Verana is a tall and slender man with jet-black hair and a finely trimmed beard that hugs his square jaw. He is dressed in the sterile uniform of an Alderaanian officer, and his dark eyes seem to weigh each hero carefully as he speaks to them. Captain Verana tells the heroes that they have been assigned quarters on the Resurgence, and that the ship’s facilities are available at any time.

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Dawn of Defiance: Episode 2
The Traitor's Gambit - Part 2

The Banshee landed at the Royal Palace on Alderaan, and the group was met by Senator Bail Organa. He thanked them for their assistance, and told them that he was going to entrust them with another paid mission. In recent months, an Imperial admiral had been providing sensitive information to Organa, but this flow of information stopped two weeks ago. Organa feared that the admiral had been captured, and his fears turned out to be correct, based on information provided by the agent who had been frozen in carbonite. Organa asked the group to infiltrate a prison facility on Felucia, find out what happened to Admiral Varth, and rescue him if they could. The group discovered that they would each be getting 3000 credits upon completion of the job, and they got a picture of Varth so that they would know him when they saw him. They also found out that the prison facility relied on secrecy, rather than firepower, for its protection. With this information in hand, the group took leave of the senator to go do some shopping – Karth wanted some explosives.

Sirrona said she had been considering how to proceed, and offered the plan of dropping to the surface of Felucia, then skimming the surface and landing a day’s march away from the facility. This would allow the Banshee to stay out of range of any defenses the facility might have, and would allow the group to approach the facility more discreetly.

Hyperspace was uneventful but emerging from ftl travel the group ran into an Imperial Star Destroyer. O’Keefe executed an emergency dive into the planet’s atmosphere to evade the Imperials. She succeeded but The Banshee was dmaged on landing and the party had to set off on foot.

It took about 6 hours of tromping through the jungles and swamps, and then the group was suddenly attacked by several Felucian natives wielding melee weapons fashioned out of some kind of bone.

The group all handled the natives fairly easily. Moments after the fight ended, a man with scraggly hair came riding onto the scene atop a kybuck. He introduced himself as Vazus Mandrake, and said the fight was a big misunderstanding – the Felucians had trouble discerning outsiders. He invited the group to the Felucian’s village nearby. The group accepted, and as they entered the village, Vazus dismounted and left his kybuck with several others in a small pen.

Vazus asked the group who they were, and what they were doing there. Vazus was very forthcoming about the fact that he was doing mercenary work for the Separatists during the Clone Wars. He was gravely wounded and the rest of his team was killed. He chose to live among the Felucians, and seemed quite happy with his new life. Seeing that Vazus had no Imperial ties, the team opted to come clean and told him that they were headed to the prison facility to infiltrate it and take something from it. Vazus immediately perked up, and asked the group to complete some sabotage that he had been planning for some time, but that Vazus himself felt he could not accomplish on his own. He gave the group a large explosive, and told them to plant it in the facility’s communications centre. He said there were enough power sources there to blow up the entire facility. In exchange, he would let them use his kybucks for the remainder of their journey to the facility. The group readily agreed, and hoped that the destruction of the facility would help cover their escape.

The villager’s chief then arrived, and asked about the group’s intentions. When he learned that the group intended to destroy the facility, he was quite pleased, and offered to send a Felucian scout with the group, to guide them to the facility. This offer was eagerly accepted. While heading to a vacant hut to recuperate, Trooper heard the anguished cries of sick Felucian children. Upon investigation, he found that the children had some kind of sickness that had been infecting some of the villagers for a few weeks now. The Felucians had no cure for the disease, and its victims ultimately withered and died. Trooper, realising it was some sort of airborne mutant virus, treated the children, and managed to cure them. The chief and the rest of the villagers were very pleased indeed.

The group planned to spend the night in the village, in preparation of the final leg of their journey to the facility. But shortly after, they heard the whine of a repulsor engine, and saw an Imperial scout trooper fly away. Vazus was very alarmed at the idea of the scout reporting the village’s location, and the group did not want the Imperials to have advanced warning of their presence. So at Vazus’ suggestion, they each rode a kybuck and gave chase. The kybucks were exceptionally fast, and when skillfully ridden, could actually gain on the fleeing speeder.

Karth got lost early on in the chase, and had to spend precious time getting back on track but the rest of the group, especially Trooper and Psort, proved excellent riders. Trooper, Psort, Ethan and Londo suddenly found themselves at a small Imperial communications outpost. They faced two scout troopers on speeder bikes, and four stormtroopers that they could see. The Imperials opened fire. The heroes drew their weapons and returned fire. A round later, Karth entered the area, and joined the fight. One of the scout troopers was killed, leaving his speeder bike unattended. The Imperials fought bravely but ineptly and soon lay dead. The group rigged the site to cover their involvement in the deaths of the stormtroopers and retired to the village.

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Dawn of Defiance: Episode 1
The Traitor's Gambit - Part 1

The Annabel Lee docked at the Sel Zonn station, orbiting the planet of Brentaal, to complete repairs to the battered ship. The crew rolled dice to see who would stay with the ship and Trooper lost so Ethan, Psort, Lando and Karth went for a walk along the promenade of the station. The group noticed that there were two suspicious men in the crowd who seemed to be looking for something or someone. They had poorly concealed hold-out blasters.

A pretty, dark-haired woman dressed as a mechanic stumbled onto the promenade, obviously suffering from a severe injury. She staggered to Lando and begged for his help. As soon as she entered, the two men drew their weapons and advanced. At the same time three stormtroopers entered the promenade in pursuit of the woman. Lando sprang into action and hurried the woman into a nearby shop pursued by the Imperials and their agents. Ethan and Psort went to Lando’s aid with Psort’s vibroaxe proving to be a deadly weapon. Pretty soon, the stormtroopers and security agents lay dead – most of them in several pieces.

The group quickly left the scene and went to Maya, the mechanic’s, safe house. While there, Ethan performed surgery on Maya in order to stabilise her.

Maya told the group she was an agent of Senator Bail Organa and that he would reward them for helping her with her mission. Maya told the group that she needed them to retrieve some sensitive cargo for her, but that she didn’t know where or what the cargo was. A local information broker, a droid named Switch, had that information and Maya told the group how to find him. Maya told the group to comm her once they had the cargo, and she would get a ship to them within one minute.

The group found their way to section V14, which turned out to be a rather run-down area of the station. Ethan convinced a couple of Gamorrean guards that the group needed to see Switch, and the group was allowed inside. Switch had a few thugs and a Twi’lek major-domo nearby. Switch cordially greeted the group, and after discovering that they wanted Maya’s cargo, he told them it was in the Imperial docking bay on Blue Deck (for a fee of 1000 credits). The group negotiated the price down to 200 credits by each agreeing to provide Switch with information from their travels. As the negotiations came to a close, blaster fire was heard outside, accompanied by the squeal of dying Gamorreans. The door opened, and a large Chevin named Ganga-Lor announced that he was slagging Switch for encroaching on his territory. Mistaking the PC’s for friends of Switch, Ganga-Lor told his thugs to open fire on everyone. Everyone drew their weapons and returned fire. Switch hid behind a nearby crate while Ganga-Lor’s thugs concentrated mainly on the party, but had trouble hitting them. Psort sorted out Ganga-Lor’s thugs with a well-placed grenade. Ganga-Lor retreated back a bit, and called out an apparently pre-arranged signal to Switch’s thugs. Switch’s thugs immediately switched sides, causing the group to be surrounded by enemies. However, the thugs were pretty crap and the group dispatched them and Ganga-Lor pretty speedily. All in all, the group foiled the attempted ambush very quickly. The grateful Switch then agreed to refund the party’s money and revealed that the secret cargo was another Alderannian agent frozen in carbonite. The group entered the Blue zone of the station and made their way to the docking bay. They entered the large bay but found it filled with stormtroopers who were attempting to take the carbonite slab. The group quickly drew their weapons and attacked the stormtroopers. The stormtroopers returned fire, and the officer set off an alarm. The storm troopers lived up to their reputations and couldn’t hit the side of a barn. The group steadily took down the stormtroopers one at a time, until only the officer was left. He hid behind a desk for cover, but this only prolonged the inevitable. The officer was soon killed.

Once the immediate threat was over, the group contacted Maya on the comm link. Lando use the repulsor sled to take charge of the carbonite block. More stormtroopers were on their way but the bay doors opened and the rescue ship arrived. It was a large space yacht called the Banshee. Maya was on board along with Trooper and the Annabel Lee itself. The team hurried on board and the ship took off into hyperspace.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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