Echoes of the Force

Season 2, Episode 8
Killing time; Also, droids

With their employer still yet to arrive, the crew is given a shopping list by the engine weasel. While half the crew votes to go raid an Imperial Outpost, Siol vetos the idea, and instead locates the ruins of a Confederate frigate. The junk ruins are found to be much easier to navigate in a slow land speeder, though the canyon walls themselves are still a challenge. After finding the “natural” handholds too frail for his liking, Coregold shows off his brute strength by carving now ones with his fists, as he free climbs the cliff. With an ally above, and a rope secured, the rest make it up without difficulty.

The frigate itself is a dusty derelect, with no power. Coregold, with his fancy new multi spectrum sight has no trouble, but the rest wish they had more than one flashlight between them. Siol and Coregold, using their mechanical expertise, quickly realize they don’t know the front from the back of a Confederate frigate. Their errant trek to find the main battery controls, instead find the Captain’s quarters. Hoping to find a map, they instead find a safe, and a bottle of wine. A great find, though they realize after some pondering, that they have neither the tools nor expertise to open it. Falling back to the classics, Coregold (with the doctor’s help) rips the safe from the wall.

With the newly made hole in the wall, the party quickly discovers what that skittering sound they’d been hearing from the vents was: Buzzdroids. Coregold quickly realizes how dangerous the things can be, as one of the drills pierces straight through his armor. Coregold fights the droids with hand and fist, while Siol and Varan pick the droids off one by one with blasters. Doc on the other hand, decides the best course of action is to call upon the force to keep a pair of droids suspended in the air at a time, where they can’t hurt anyone. After the droids are quickly dispatched before they can do too much harm, Doc blames the floating droids on a gravity malfunction. No one buys it, and Varan, with dripping and bitter sarcasm, agrees that yes, there must be a problem with the planet and it’s gravity.

After dropping off the safe and their wine outside the ship, the search for the gunnery controls continues. The next obstacle they encounter was a simple hole through three decks of the ship, gaining a bitter reaction from Coregold. However, with his secret out in the open, Doc calls upon the force to quickly move the party across the pit, and turning it into a non-issue. The real issue it turns out would be the pair of droideka down the hall on the other side. Doc smashes the droids into the walls, and Coregold charges in to slash one of the droids before they can get their shields up. Siol sadly finds that his blaster is less than useful against their thick armor, though through precision and having spent a small fortune on pistols, Varan finds less issue. The destroyer droids don’t last long under the combined onslaught, including a timely shot from Swayze, as he rejoins the party.

XP: +10 (275)

Season 2, Episode 7
Lost in the shuffle

Whoops, lost track of which session ended where.

XP: +15 (265)

Season 2, Episode 6.5


Met with survivors, and helped them prepare for inevitable Imperial presence. Swayze and Varan MIRACULOUSLY took down an Imperial Customs Patrol ship on their own, and the combined group fended off the remaining imperial ground troops at the gate.

Oh, and Engine Weasel collected many forks. For grenades.

+10 XP (250 XP)

4 torpedos
2,000 worth of fuel

Season 2, Episode 6
Planet of the Cats

+25 XP (240)

Season 2, Episode 5
The wheel turns

Having some formal training under their belts, and with their newly repaired ship returned to them, the crew heads out to the far ends of the outer rim to follow up on a business call. A twi’lek named Reom, and old associate of Malakai, has called in his debt. He recently recieved word of the fate of an old CIS frigate turned treasure ship, and he needs a skilled crew to investigate. Lured by promises of treasure and exotic locals, they quickly agree to help. Things quickly get started on the wrong foot, with some rival Rodians attempting to steal the protocol droid that Reom sent to assist. The robbery quickly turns into a shoot out, and though they recover the droid, the crew with trouble with station security. With their mission delayed several days, and having to have paid a large fine, they set out only to find they’re being tracked.

Expecting more trouble from the Rodians, the crew jumps out of hyperspace early to ambush their pursuers, only to find that the Imperials are hunting them as well. With the Imperial scout ship destroyed, they continue on to the feral planet of Cholganna…

XP: +15 (215)
Credits: -10,000 (Damages)

Season 2, Episode 4
Training day

The crew of the Karma Chameleon are taken to a secret rebel training camp, on an unknown forested world. There they meet with a grizzled old (and tiny) clone wars veteran named Sergeant Telenvar. Telenvar’s opinion of the party at first did not seem very high, accusing them of relying on luck more than skill to survive their ordeals. Over two months of training, they went through three primary evaluations. In the physical evaluation, Siol showed surprising aptitude, while Murder-bot showed increasing frustration. Swayze almost bombed out completely, due to food poisoning from some bad por’qu.

The team was more on the ball for the mock mission test, even if Murder-bot was deeply upset over needing to use a large stun baton, rather than his normal sword. The opposing force was quickly defeated, with Swayze even managing to snipe the tank’s driver, and Varan quickly taking control of the vehicle. Doc, frustrated with his ability to affect simulated combat reasonably, drew upon the force recklessly, and injured a soldier.

The final exercise was a duel against the second unit in training. Coregold went ahead and almost literally ran into the other team’s scout, and was fortunate that the other man was even more off his game. When Coregold doubled back, Doc approached and disarmed the heavy of his shield, and the others quickly took him down without his cover. The scout went down shortly after, and Swayze managed to take down the other sniper in and exceptionally long ranged shoot out. Unable to successfully flank, with the rest of his team defeated, the opposing leader surrendered.

XP: +10 (200 total)
Credits: +5,000 credits each (from Museum heist)

Season 2, Special 1

General Dodonna approaches the party with a concern. One of his transports has gone missing in the Baffin ice fields; A notoriously difficult area to navigate. He has received word from an aged Lannik named Herman, and one of the captain’s many droids, R0-D1, who managed to make it to a small mining outpost while the others stayed with the ship.

Jumping into the systems, the ice fields immediately lived up to theirs reputation, and while Varan in his Z-95Ex avoided more than scraping it’s shields, the Gibbed Moon, with Swayze, Siol and Coregold, was lightly damaged. Reaching planetside, the party, who fortunately took the time to stock up liberally on appropriate supplies, found just how inhospitable an ice ball could be. Eager to get off the planet, they recruited an old miner named Cornelius, and trekked out to find Herman and the waylaid pilot. First the traveled to the lands of the discarded droids, and their, oddly named, king, a “Fire-breather”-like droid named Moonracer. With careful words, the negotiated for sensor data to lead them to the crashed transport, which lead them to take the treacherous path through the ice caves of the snow beasts. With confidence, and Cambot as a guide, they dispatched the first beast with ease. The second trial was to cross an icy gorge, and while they made it across with ease, the found that “Murderbot” actually did fear SOMETHING: Narrow paths. Crossing the gorge brought them to the lair of the abominable snow beast and his snow beast minions. Unable to dispatch the beasts before they could act, the party quickly learned why the beasts were feared. Siol was nearly dispatched, and Varan was horribly maimed. Even Coregold was seriously injured. After a grueling fight, that crippled the Abominable Snow beast beyond reason before it was killed, the party discovers R0-D1 by it’s eery red light, and the fallen Herman.

Without further incident, they reunited “Rudy” the droid with the transport captain and his other 8 droids, fixed the transport, and lead by Varan and the red lighted droid, made it safely back through the ice field, and delivered the cargo.

XP: +10 (190)
Credits: +2500

Season 2, Episode 3
The Fresia Heist

In a coordinated effort with the rebel alliance, the entire gang travelled to Fresia in the stolen Imperial transport. While the first team went to steal the X-wing prototypes, the karma gang went to retrieve the development materials and the researchers. Things were going well until, in the second lab, the party was ambushed by a number of combat droids disguised as labour bots. Half the party dispatched the droids and saved the scientists, while the others destroyed the test units.

XP: +10 (180)
Credits: +2000 (each)

Season 2, Episode 2

Siol, Coregold and Doc Windham head to Asmeru with R3-Z3 “Re-Z” to aquire a Kappa class transport from a local junk shop owner. Upon arrival, they find the transport was sold to the leader of the Crimson Runner gang, under coercion. While tracking down the gang, they instead manage to draw their attention, but manage to secure a meet at Beggar’s point, along the bleeched skull chasm. While Marss threatned their lives, their refusal to backdown earned some respect, and he agreed to sell the ship to them… for slightly more than they offered.

Having some free time, they picked up a quick mercenary contract; Dealing with some thieves and murders out in an abandoned farm house, and earning themselves some wampa skin coats.


  • Morgan Hunter, Skull Leader
  • R3-Z3
  • Guidan Rel, Dugg junk dealer
  • Marss Drugin, leader of the Scarlet Runner guild
  • Bray Chel, Scarlet Runner leutenant

XP: +10 (170)

Season 2, Ep 1

The party makes contact with an antiquities dealer in the Elrood sector, and offloads their “liberated” items. They’re fortunate that the dealer is respectable, as they gave him the items up front. He will sell the item for them, taking 25% of the profits as a finder’s fee. In retrospect, that’s a pretty good deal for the party.

On the way, however, they were beseiged by pirates. The Karma, and the Frank exchange of views, were severely damaged. A secretive member of the rebel alliance recognized and approached the party, offering to have the Karma repaired in exchange for extracting some people and hardware.

XP: +10 (160)


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.