Orphans of The Light

Session Five: Who Lies Beneath

The morning after their arrival at the Place began with a bang. Then a boom. Then the entire cave tried to crush those taking refuge within. Seismic activity rolled through the cavern and rained deadly rocks onto its inhabitance. Through some amazing piloting and turbo laser work, the Jedi rescued an out-of-control ship and prevented it from crashing into the refugee camp.

The earthquakes weren't natural – something that the Empire was doing on the surface was sending tremors across Tatooine.

Meanwhile, the Place had a new, unwanted exit. On the back wall, where the fungus farms were located, there was a large whole into the larger cave network. Something came out of there and abducted Samman's surly Ugnaut friend. Cha Ffo asked the characters to investigate.

After following the tracks for more than a mile, the characters found themselves in a series of tombs. These seemed to have been carved for a civilization that lived beneath long-forgotten waters of Tatooine. Within one sacrophagus Fawn found an old sword that radiated power …and a desire for more power yet.

Exploration was cut short by sounds of skirmish. Further down the rows of tombs the characters discovered a Tusken camp, set up around a tiny pool, that was besieged by Imperial dwarf spider droids and probes. The Ugnaut had been forgotten when his captors engaged the larger threat. He was in rough shape but alive.

The characters dispatched the droids – but not before Adi broke her arm in an uncharacteristically bold move. Now the characters must decide how to handle the Tusken, the tombs, as well as the promise of more Imperials looking for their missing droids.

 

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Session Four: The Place

The characters arrive at "the place" – a large cavern hidden in the deepest sections of the Old Zan Hills canyon range. It is a refuge for those hoping to avoid both the Hutts and the Empire.

The cavern is immense. Around twenty ships are parked here, with a tent city erected on the back half of the space.  It is lead by a Kel Donn named Cha Ffo. With Yil Ekbo vouching for them, Ffo is wary but accepting. His second in command, Kena Tche'vu is even more suspicious, but she's a Bothan so nobody is particularly surprised by this. Kena takes an interest in Zaam, and she politely interrogates the younger Bothan.

Meanwhile, Samman Opho makes a friend. A solitary Ugnaut tends to the fungus gardens.

Yil's child Em Ekbo is interested in the Jedi and their new ship. She is a light of enthusiasm in an otherwise tense location.

Fyor agrees to assist with repairing moisture vaporators that have been hidden among the canyon walls. These feed vital water back to the place. He finds out why the vaporators are damaged, as Tusken scouts take potshots at Fyor while he dangles high above the canyon floor.

Meanwhile, the Imperials continue to do …something… far above.

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Session 1: Gas & Go
In which our heroes light sabers and then burn rubber

In their time on Green Star, the idea of "evaluate, utilize, cooperate, survive" became instinctual to our heroes. In this manner they pushed away the cloud of emotions in leaving Green Star and blasted out of orbit.

Because of their location in uncharted Wildspace, the heroes could only rely on the previous series of jump coordinates to get back into the Outer Rim. Even the eldest of the Jedi felt dread in their souls as the stars stretched and the ship catapulted to light speed. Regardless of the decade since their crash, memories were all-too-fresh of their previous vessel being dumped, durasteel screaming and disintegrating, out of hyperspace.

When the Decimator failed to explode, the Jedi eventually got to work exploring their new ship. While the craft didn't give up its secrets easily (or entirely), they did find supplies, weapons, and most interestingly a supply of various uniforms. One person even found a handbook of sorts for "The Galactic Empire." Was this another breakaway from the Republic? How many civil wars must the Republic wage before all are united again?

It took several days to reach the final jump point in this series: a mostly abandoned cargo station above a rusted and radioactive manufacturing world. All signs pointed to a former Separatist unregistered military site. More importantly, there was a Republic cruiser on the far side of the planet. Or was it Republic? 

Regardless, the Decimator was running low on the gas, so the heroes docked at the station.

The Bothan and Nautolan entered the small, shabby "welcome area" of the port, found a bar, and then proceeded to get into a fight.

After that it was all fleeing and blasters, hacking terminals and hacking at docking clamps. Fyor lit his saber to both protect his friends and strike back at those who would endanger them. Fawn blocked their pursuer's from the gangplank as the Decimator pulled away from the station. 

Now they were back in space, fueled up and ready to go …somewhere. But wasn't there something about a Cruiser? And what are those spherical ships heading toward them?

 

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Welcome to your campaign!
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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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