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A brief overview of the Karbarren Campaign

Planet Karbarren Karbarra is a large, terrestrial world in the Merak star system. Karbarren Bear Men are, in fact, Earth's closest known extra-terrestrials neighbours. The primary star itself is more than twice as large as Earth’s Sun and about 60 times as bright. Because of the size and heat of Merak, Karbarra orbits at about the same distance from its primary star as Jupiter orbits from the Sun. Any closer and it would not support life. Merak has several asteroid belts, suggesting it is an overall young star system whose planets have not finished forming. The planet Karbarra has plenty of volcanoes and tectonic activity to suggest it is overall relatively young, and there is little fossil record. Karbarra is a scarred, battered world. Though capable of supporting life, it is heavily polluted by the centuries ofore mining operations and the burning of Sekitan . The air is filled with heavy, black smog clouds, and through them one can often see the glint of metal off an Invid patrol. Every major city is dominated by a giant Invid hive, usually located at the center of the city. Residents, faces and eyes protected against the constant soot and acid rain, do not linger in the streets for long, hoping not to be noticed. Outside of the cities are the massive Sekitan mines, landscapes often strip-mined until all that remains is ugly, scarred earth. This process was started by the Robotech Masters and continues under the order of the Invid , who use the ore for auxiliary energy sources and side projects. (Sekitan is rumoured to be a major component in the creation of the Regent's Inorganics.) All of the basic Inorganics are found here, and there are a large number of Invid Soldiers and Invid Scientists here as well. The Karbarran orbital shipyard has been melded with a hive-like lnvid space station, and it is here where the large Invid starships are constructed. While it is obviously a goal of the Expeditionary Force to free the Karbarran people and liberate the planet from the grip of the Invid, capturing or destroying the shipyard is also a major priority and likely to be the subject of a special operation. The players contribution to the campaign: The Causeway Having assisted in securing the safety of a group of Karbarren cubs, the team is quickly redirected to Subterranean Causeway 319.Causeway 319 was of strategic value as if provided direct access to the planet capital Tracialle . A second-tier detachment of REF personnel, holding that position, were being overrun.The team manage to rescue some of the Destroid Pilots and save valuable prototype combat data before encountering an Invid Inorganic Assault force. The team put up a strong defense, the balance of power tipping in their favor when Xander spotted and destroyed a command unit.The loss of the command unit threw the remaining Inorganics into disarray. The successful completion of all mission objectives was marred by rookie member Garret. In an attempt to impress the more experienced team members, severe structural damage inflicted on the Causeway by a missile volley.This resulted in the collapse of the subterranean tunnel and loss of strategic supply lines to aid the karbarren resistance fighters in the capital. Forward Base Kodiak 27 Hastily constructed and located approximately 175 miles from a significant invid strong point.The invid strong point is believed to be a concentration camp or slave internment facility, potentially housing many prominent and Craftsbears . Located within resonance range of the forward base, scouts have discovered a Karbarren Ancient’s relic tower.Section Commander Grant assigns the team to investigating the relic and determining if it might be useful as an extraction point for the suspected Karbarren POW’s held at the invid strong point. The team are trained up to perform a HALO jump insertion over the Karbarren Ancient tower, a risky endeavor made even more challenging as try race against an approaching storm front.After several close calls, they manage to land relatively safely and using rappelling gear climb to the top of the tower. The Karbarren Tower of the Ancients An oddly constructed building, the tower had no entry point at ground level.After rappelling to the top of the tower the team discover the remains of a less fortunate wisdom seeker, a clue and a trapdoor.With Rodar’s aid the team gain access and proceed down into the tower. The team encounters many tests, with various clues written in Karbarren script found before each obstacle.During one test of pain endurance, a platform Rodar is standing on fails, presumably sending Rodar tumbling to his death in the depths of the tower. Battling and overcoming several Elemental Guardian bears , the team finally gain access to the basement of the tower.Here they discover some form of obscure teleportation platform which they step through one by one. The Forge Bears Cavern The last player materializes at their destination, where ever the heck that was.There is a hideous blast as something electrically shorts out, seriously shocking the players who have materialized in a flooded, pitch-black room. Where ever the team are now, it is ancient, decrepit and has not seen any sign of like in a very long time.The team struggle, but manage to muscle a seized bulkhead door open, escaping the flooded room. Cautiously, the team explore this archaic local, discovering ancient Karbarren runic script covering the surface of every wall.Slowly the team manage to power up the facility by using a Sekitan Ore furnace and Karbarren Logic cards . With the Karbarren Computer programme loaded into the facility, autonomous operations begin restoring the facility. An ear-splitting howl reverberates the lifeless halls.The team as one, rush to the one room that they have been barred access to.They batter down the door and discover a prone Rodar, strapped to an arcane mystical apparatus.He is barely alive, physically in very bad way from life threatening injuries that he has sustained.Automated surgical robots are Rebuilding him.The team look on in horror as a non-sedated Rodar is surgically restored and his body modified to some preset design. Invid experimental cybernetics, a constant reminder to his days of imprisonment at Formicarium, are dismantled and replaced with new Karbarren robotics and logic interface armor.Rodar, through a pain blinded delirium, tells the team that this is a Rite of passage that he must endure.The team do their best to lessen his pain for the ordeal, and then continue to examine several weapon Walking tank units of Karbarren design. Bears Head Mountain The monastery fortress of the Forge Bear is a swarm of activity.Clockwork automatons under Rodar’s (The new embodiment of the Forge Bear) control are tirelessly assembling the teams Destroids and Veritech.Auxiliary personnel working in cycling shifts have set up a temporary communication post to attempt to maintain contact with Forward Base Kodiak 27 .Utilizing steam lift systems, the team break the surface of the mountain, intent on gathering intelligence.Luck is not with them; a roving Cougar patrol catches the teams scent and rush to assault them.The shocked team take down the patrol in short order, scrambling into cover moments before an invid inorganic Garn patrol swoops overhead.The patrol finds nothing and continues its sweeping patrol.
Painting with Light Concerned with the welfare of the Karbarren prisoners held under heavy guard at the Invid concentration Mining camp, the players opt for stealth and reconnaissance.Managing to break radio encryption, the squad are able to contact a startled Karbarren prisoner and gain his trust.With the prisoner’s assistance, (clinging to the bottom of his fuel truck) they gain valuable intelligence on the position of enemy anti-aircraft units and troop numbers as he drives his maintenance route. In the process they discover that the Invid almost finished loading the POW’s into Clam ship transports, as they begin evacuation in an attempt to relocate their hostages. While racing for the Invid clam ships and hostages, the REF (under T Edwards) begin precision orbital bombardment of the positions that the players had preciously painted .The players fight a desperate and speedy skirmish, liberate the POW’s, and race them to safety apon a hijacked Invid clam ship. Thus ends the liberation of the Karbarren system.