Star Wars - Dawn of Defiance

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Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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Set-up, Setting and Background
When does it play off?

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.

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The Traitor's Gambit
Episode I

After finishing a mission, Bob & his faithful companion (yet to be named), find them selves on the Sel Zonn space station above the core world of Brenthaal. After having to spend most of their funds on supplies, the duo head to the Gundark's Cantina. Here they meet Nuk Marr, Zabrak with no love for the empire as she, herself was destined to study to become a Jedi. Looking for allies against the Empire, Nuk joins the human duo.

As they wander out on to the busy promenade of the station, a young female technician stumbles towards them, desperately calling for help. Shortly after a fire fight breaks out between the trio, two Storm troopers and two Imperial agents. Sadly, they do not manage to save the woman. As they recouperate, Bob investigates a datapad they found. It is revealed that she was an agent of the Alderaniaan Security Force and was after valuable cargo.

Following clues uncovered from the datapad, the party find themselves creeping through the underbelly of the station to a storage unit. While Bob & Nuk stage an elaborate diversion, their remaining party member enters the storage unit. Here she finds the information broker Switch, a protocol droid. After a lengthy exchange, the party convinces (by means of most of the party's funds) Switch to reveal the location of the cargo. He also reveals the cargo to be a member of the Adleraanian Security Force, frozen in carbonite.

As the party is about to leave, a unhappy contact of Switch blunders in and the party soon finds themselves in the thick of it. Barely managing to save Switch and themselves the party seeks to recover before hunting down they valuable cargo.

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The Traitor's Gambit - part 2

After having recovered, the brave heroes head to the Blue Deck to retrieve the Aldariaan agent frozen in carbonite.

Upon arrival on the Blue Deck, the heroes spot an imperial agent rushing off to the docking bay – the Empire had clear gotten wind of the precious cargo. The heroes hasten to the docking bay, hoping to salvage the situation. Saving the heroes some trouble, the empire had already retrieved the cargo, and was moving it to a waiting shuttle. Springing into action, the heroes engage the Imperial officer and 5 Stormies. The battle having taken its toll, and the cargo now in their hand, the heroes stand around wondering "what now?!"

In swoops the Banshee, captained by Captail Seleen Okeefe of Alderaan. Left with little options, and Imperial reinforcements on the way, the heroes board the yaught. After making a smooth getaway, the striking captain Okeefe introduces herself and her navigator, Crash, as friend of Maya and she was waiting for Maya to retrieve said cargo.

On Alderaan, captain Okeefe takes the heroes to the private estates of Senator Bail Organa. Pleased with the heroes performance, he entices them to assist in another quest for him. A veteran of the Clone Wars, Admiral Gilder Varth disapproves of the way the Emperor is twisting the once great Galactic Republic. It has been just over a month since the last communication rom the Admiral. It would appear that the Admiral has been taken to a prison facility on Felucia. Fearing that the Admiral has been discovered, and fear that a valuable ally might be lost, Bail Organa send the heroes to the beautiful, yet dangerous jungle world of Felucia.

As the blue tunnel of hyperspace fades away and the pinpoints of stars fill the windows of the cockpit, the heroes briefly glimpse the planet Felucia hanging just below. Almost instantly their eyes are drawn to the dagger-shaped starship looming ahead – an Imperial Star Destroyer. As the Star Destroyer changes course to intercept, Captain Okeefe quickly evades. Though great her skills are, the Banshee gets hammered by a couple of shots, sending the heroes plumeting to the planet's surface. She manages to safely land the ship, though repairs are needed and the heroes will have to make the rest of the journey on foot.

Milandra, the scout, did an excellent job of tracking through the jungle, avoiding many dangerous hazards. None the less, the heroes are ambushed by four seemingly brave Felucian warriors. The ambush party falls quickly, and a hermit arrives just to late to explain that this is all a terrible mistake. Formerly, Captain Varzus Mandrake, had let troops in the battle of Felucia. Similarly to the Admiral they were sent to rescue, the heroes learn that Varzus Mandrake took pity on the Felucian villagers and had become a hermit, living among them.

Having difficulty convincing the chief of their intentions to help and destroy the prison facility, the heroes spot a Storm Trooper Scout race away from the village. Varzus provides native Kybucks to the heroes and impresses on them the urgency that they catch the scout. And the chase is on. The heroes chase the speederbike through the dense jungle, through hollow tree trunks and even successfully evades the death throws of a dying rancor. The heroes discover a small imperial communications outpost. Bob makes short work of the Storm Troopers with the aid of grenades.

Back to the village, the chief is impressed and offers the aid of a scout to lead them to the Imperial garrison. Nuk & the Chief also swap some stories and she learns some new skills to lash out with the Force.

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The Traitor's Gambit - part 3
Episode I

And off rush our gallant heroes to the Imperial prison facility. To the great annoyance of Milandra, the Felucian scout takes time to point out every natural hazard as they make their trek through the luminescent jungle of Felucia.

The prison facility is a squat two story building and heavily guarded. Not to fear, the native knows a secret entrance – the life support exhaust vent. And in they go.

With a moment to strategize, and waiting for the patrol to pass, they sneak off to the communications room. Careful to only stun the two techies and officer, the heroes debate whether to plant the bomb or not. There after they head to the medical facility. To their horror, they discover where the missing Felucian scouts went – horrific experiments are being conducted on the natives, making them mindless, twisted and ugly. Their armour proves a problem for our brave heroes, but then a break – one of Nuk's explosive arrows dig into the flesh of one of the mutated Felucians, between two scales, and his guts explode outward, killing it instantly. The second one falls quickly afterward, and the evil doctor too. The patrolling guard rush to respond to the commotion. The heavy gunner proves a problem, but Bob expertly places a grenade at the feet of the heavy gunner, bringing him to a swift end. Taking a moment to catch their breath, the heroes then set off to the prison. The warden droid and detention block guard prove little resistance, and the heroes set Admiral Varth free. Two other human prisoners are also set free, one able to assist the heroes.

Going back the way they came, they find that the guard outside had killed the Felucian scout and are now standing guard at the exit of the ventilation pipe. Also, an Imperial AT-ST walker is clearly patrolling the area. The Admiral then suggests they make their way to the upper levels, to the roof. As they hurry back inside, Captain Okeefe reports in that she has the Banshee up and running. She is heading their way and can extract them from the roof.

As the turbolift rises to the second floor, the heroes find them selves in the command centre, with the commanding officer and two hulking, mutated Felucian warriors. Bob's fingers fly to a grenade as he presses the 'down' button on the turbo lift. Though he doesn't hit his mark, it turns out in his favour and Captain Vischera is badly wounded. Unfortunately, the two monstrous warrior jump down the elevator shaft. A heated battle for their lives ensue. Everyone scatters and tries their best to position themselves strategically. The Felucians are very tough, but they manage to kill one, knocking him corpse off the lift. As the second one lunges for the escaped prisoner, the heroes and the Admiral jump back onto the lift. Up they go. They make short work of the Captain. Now what to do about the two escapees below with the mutation? A brief argument follow, where Nuk wants to leave them to their fate, while Bob strongly disagrees. Thankfully, but they get back on the lift to descend and discover the fate of those below. Quickly the second Felucian tries to claw its way back on to the lift. having none of this, the heroes end his twisted life. Sadly, the two escapees did not make it – their bodies ripped apart.

Rattled and exhausted, the party heads to the roof, where the Banshee soon picks them up amid a hail of blaster fire from the guards outside. they trigger the bomb remotely, and watch the horrible place go up in a plume of fire and smoke.

Not impressed that the heroes are bleeding over her cargo bay, Captain Okeefe rush the heroes to the medical bay. Then they head to the Zandrax system. Here they board the Nebulon-B class frigate, the Resurgence. Captain of the Resurgence, Verana thanks the heroes and offers them permanent quarters aboard his ship with many other benefits, if they would enter into his employ as independent mercenaries. It does not take a moment for the heroes to agree. They spend two weeks on the frigate, recovering and eagerly awaiting what Admiral Varth has to share…

 

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