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 there, 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.