Second Chance - SWEMPIRENJ

Giradda's Lost Treasure Part 3: Patience Is The Key

After the Rebel alliance hired the crew of the Second Chance to perform a daring jailbreak, it’s been discovered that Caston Kale holds the secret to discovering the legendary treasure of Girrada the Hutt. The crew found the first clues hidden within Girrada’s former palace on Nal Hutta. While those clues point to the location of the treasure, they’re still missing an important piece of the puzzle – the key to unlock it.

Caston suspects he knows where the key lies, but having been locked away for 20 years, it may take some detective work to track it down. The betrayal by a former friend and crew mate Rix Harik directly led to Caston’s capture and imprisonment by the Empire. Caston believe that it is likely that Rix still has the physical key that will unlock the vault holding Giradda’s treasure, although Rix might not even realize it since the key is in the form of an elaborate looking gem.

The crew now has to track down Rix Harik and find the gem. Caston has no idea where to find Rix, but might know somebody who does – another former crewmate of his, a human woman named Cara Sabe. Cara retired from the pirate life shortly before Caston was captured and became a legitimate business woman, opening a diner on the planet Eriadu.

The crew heads to Eriadu and enters Cara’s diner, the Ruby Soho café, with Caston wearing a hooded cloak to hide his appearance. After convincing a serving droid that they have business with Cara, she brings them into the back and is reunited with Caston, it now becoming apparent they were a bit more than just crewmates.

When questioned about Rix Harik, Cara explains that she hasn’t seen him in years, but has heard that he has built a reputation as a high stakes gambler and can likely be found at the annual high stakes sabacc tournament being held at the Lady Fate Casino on Ord Mantell. She also has head that Rix has a crew made up entirely of droids. His betrayal of Caston has made him weary of being the victim of the same type of betrayal, so he has surrounded himself with droids he knows are guaranteed to remain loyal.

Since nobody in the crew is a sabacc expert, Cara offers to play a few practice rounds with them. After a round, Cara realized they she could help Caston and the crew additionally by paying the entry fee for the tournament. However, the lesson and reunion is cut short when one of Cara’s workers informs her that Imperials have shown up at the front door looking for Caston. His mug shot has hit the holonet, and a patron must have recognized him and reported his location. Cara instructs her worker to stall the Imperials while she shows the crew an alternate exit from the diner. The group slips out a back door into a secluded alley just as a squad of Stormtroopers burst into the back rooms where they had been meeting. They make their way back to the Second Chance without incident.

Upon arriving on Ord Mantell and making their way to the Lady Fate Casino, the crew realizes that it might take some trickery in order to gain access to the tournament and confront Rix Harik. The tournament is an “invite only” event for high stakes players, and the crew does not have an invitation. After speaking with the twi’lek casino employee responsible for registering and checking in the players, she mentions that they’ve had some recent cancellations, so there is room in the tournament for more players. She also adds that the registration fee would cost more than usual since it would be a last minute entry and some additional rush paperwork would have to be filed. The crew discusses it briefly, and since Cara agreed to pay the entry fee for the tournament without mentioning any limit, they pay the entry fees and additional charges.

Upon entering the tournament room, the crew is required to check their weapons at the door. Ney and Tiro both buy seats into the preliminary round and find open seats at separate tables. After a few hands, and more than a few unlucky shifts of the cards, Ney finds himself out of chips and is eliminated from the tournament. Tiro’s luck (and ability to bluff the other players) works out better, as he wins enough chips to proceed through the initial rounds and make his way into the finals.

The final table consists of Tiro, Rix, and three other players. Tiro attempts to strike up some small talk with Rix, but the professional gambler ignores his conversation and focuses on his cards. At this point, the crew notices the shiny pink jewel hanging around Rix’s neck on an ornate chain. The other three players are eliminated from the table, leaving only Tiro and Rix remaining. Tiro makes a bold move that is sure to get Rix’s attention – Tiro challenges Rix to a hand for the gem, with Tiro putting up the deed of their Black Onyx Y-Wing as the wager against it. Rix laughs at the offer, and accepts the challenge. As the cards are dealt and shift, the crowd anxiously awaits the results. As the cards are flipped over, Rix shows the winning hand, and happily grabs the deed for the crew’s ship.

As Rix is about to get up from the table and claim the tournament championship, Tiro points out that the wager was only for the ship versus the gem, and that the tournament was not over. Annoyed and bothered by a possible technicality, Rix dismisses Tiro’s claim and continues to get up from the table. However, the tournament officials intervene and reluctantly back Tiro’s story – while everyone in the room believe the wager also implied it was also for the tournament championship, it was not explicitly stated. With more than a few swears, Rix sits back down at the table for one final hand to decide the tournament.

This time, fortune favors Tiro as he shows a natural sabacc and wins the tournament in dramatic fashion! Rix takes a moment to compose himself and show some sportsmanship, congratulating Tiro on a well-played victory. Rix does still possess the deed to the ship, and offers Tiro an opportunity to discuss some potential further business together, possibility allowing him to earn back the ship. Rix explains that he is staying in the penthouse suite of a nearby hotel and invite Tiro to stop by later.

Not knowing exactly what to expect when visiting Rix in his suite, the crew plans to have some discrete backup for Tiro. Caston and Whistler are sent to stay with the ship in case they need to make a fast getaway. The group manages to slip into a maintenance room in the lower level of the hotel and grab a cleaning cart and some maintenance worker uniforms. They send Tiro up to the suite first and plan to be close behind him.

Tiro enters the suite and is met by several security droids of differing models and weaponry – Rix’s droid crew. They acknowledge that Rix was expecting him and send him down the hall into Rix’s office. Rix offers Tiro a job to earn back the ship he lost during the tournament – break into the heavily guarded bank of Ord Mantell. Tiro doesn’t consider the job a legit offer, and starts talking about other possibilities.

As the conversation is unfolding, the rest of the crew arrives in the suite, disguise as hotel works. They explain to the droids that they are there to perform some maintenance, and convince the droids to allow them entry to the suite.

Meanwhile, back in the private office, the conversation between Tiro and Rix is tense and isn’t getting very far. It then takes a turn for the worse when Tiro draws his gun and points it at Rix. The security guards draw their guns and point them at Tiro. After several threats back and forth and suggestions that one or the other drop their weapons, the droids make the first move and fire at Tiro. He takes a hit, but his armor absorbs most of the blow and he staggers into cover as the battle erupts.

From the hallway, the droid guards and crew hear the blaster fire and move into action. The crew draws their hidden weapons and start firing on the droids, who are now confused between defending themselves from the immediate threat or racing down the hallway to aid Rix.

As the battle unfolds, and the droids begin to fall, Rix realizes that Tiro is not alone and makes a run for it. He dives through a hidden door in his office, and shuts it behind him. By now, Ney and Utut have made their way into the office. A dangerous assassin droid was stunned by gunfire, and Tiro attaches a restraining bolt to ensure it doesn’t cause any more trouble. In the meantime, Ney gets to work slicing the lock on the door Rix escaped through. After a few moments, the door opens, revealing a long dark hallway that leads away from the suite. Ney inspects the section of the tunnel he can see, and notices a trap’s tripwire. Suspecting the dark tunnel may be booby trapped in the darkness, Tiro uses the restraining bolt to order the enslaved droid to head down the tunnel.

Several seconds after the droid vanishes into the darkness, a loud explosion erupts from the tunnel, the blast knocking the crew back into the room, and alarms going off throughout the hotel. The crew rushes down the hallway to survey the damage, carefully watching for additional traps as they speed along.

At the end of the tunnel are an exit door and a small table. On the table are the gem and a holorecording. Playing the recording shows a message from Rix, hastily left moments ago: “You want the gem this badly, you can have it. We’ll meet again, I won’t forget this. And send my regards to Caston. He’s the only one who could want this worthless piece of rock this badly.”

The crew carefully opens the door and finds themselves on an escape balcony overlooking the city below. They quickly call Caston on the commlink to pick them up. As they anxiously await his arrival, several police and fire fighting vehicles arrive on the chaotic scene, as employees and customers flood onto the streets from the burning hotel.

The Second Chance arrives among the chaos, entry ramp already lowered as it pulls in close to their balcony. They quickly jump aboard one by one, and the ship speeds away as the ramp begins to close. Scouting behind them for pursuit, it doesn’t appear they’re being followed as sirens blare through the city streets. The crew makes its way into the cockpit, and Utut pulls the gem from a fold in his robes, holding it up to Caston and saying something in his native language. Mallinia translates: “So, is this what you were looking for?” Caston’s eyes quickly dart away from the viewport as he navigates the ship to safety and glances at the item Utut is holding. The wide grin on his face confirms that the crew has successfully retrieved the key to Giradda’s vault.

GM: Steve
XP Awarded: 15 XP

View
Ney's Journal - Entry Two

DECRYPTING>
OPENING neyjournal.log PLEASE WAIT>
BEGIN ENTRY>

Damn that kid! It’s hard enough to keep my own hide out of trouble with this bounty on my head and now this message from Embo.

:::Ney, it’s Embo! I asked Stass to get this message out to you I figured you would have left a way for her to get in touch with you. Well you remember Darial, the bookie? I kinda made a bad bet and well now I kinda owe him some credits and you know how Darial gets when you owe him credits. You think you can wire me 1000 credits. You’re the best big brother ever. Thanks!:::

What a little kriffing shab!!! He has no idea what Darial would do to him! Not to mention how much this exposes me. I hope Stass covers her tracks well.

END ENTRY>
ENCRYPTING>
RECONNECTING TO HOLONETPLEASE WAIT>

HOLONET> RUN HPN
HPN>HOLONET PRIVATE NETWORK INITIATINGCONNECTION ESTABLISHED
HPN>CONNECT TO NAUTOLAN FIRST PLANETARY BANK
HPN>1000 CREDITS TRANSFERED
HPN>DISCONNECT
HOLONET>

View
Giradda's Lost Treasure Part 2: X Marks The Spot

Having ditched the stolen Imperial shuttle, recovered their ships from Bakura, and kept Caston Kale out of public sight, the crew of the Second Chance cruise through space contemplating their next move. Up to this point, Kale has been mostly quiet about what he knows, as he seems to be having a hard time believing he’s finally free again.

As a couple days pass, Kale seems to realize that he is truly free from the Imperial prison, and that he just might be able to stay that way. As he lets his defenses down a bit and enjoys a few frosty alcoholic beverages, he seems more inclined to discuss just what he knows…

A call from Bria Tharen gives the crew the guidance they need:
“Well done, I knew if anybody could pull that off, it would be you. So now you’re probably wondering what Kale knows. And I’m guessing he hasn’t volunteered the information. So I’ll volunteer it for him.
One of Kale’s ancestors was a key advisor to Giradda the Hutt, a notorious and especially gluttonous Hutt during the Old Republic era. Giradda’s name has mostly faded away to time, but one obscure legend remains – before he died, Giradda supposedly stashed away a treasure of immense value. Treasure hunters have searched high and low for this legendary treasure, with no success. It’s been given up on by now, thought to not truly exist. Well, it exists. And Caston there knows where it is. Or at least how to find it. The secret has been passed down through his family for generations, and now it’s time recover it before it’s truly lost forever. Good luck.”

As the crew then approaches Kale with this insight, he’s amused:
“Hah! I knew it! Someone finally figured it out. I thought for sure I would die in that jail and the treasure would never be found. Yeah, I know how to find it, but it won’t be easy. And I figure I do owe you something for breaking me out of that hell hole. But I will need something more out of this. You let me have a big enough chunk of the treasure that I can disappear into the galaxy and never be found again, and I’ll tell you everything I know about how to find it. We have a deal?” Of course, the crew agrees to his offer.

Kale explains that they’re going to need two things to track down the treasure: its hidden location and the key to open the vault. The location is hidden among clues within Giradda’s long abandoned palace located on Nal Hutta. The clues are said to be spread among 3 locations within the palace: its highest point, its lowest point, and Giradda’s favorite spot. The Second Chance heads to Nal Hutta to track down these clues.

Upon landing on Nal Hutta, learning the location of the abandoned palace is not difficult. The crew does have to fight off some hostile chemilizards during the trek through dense swamp as they make their way to the palace. During the battle, Utut demonstrates extraordinary jumping prowess by leaping over the violently thrashing tail of one of the chemilizards. After the fight, he informs the rest of the crew he was a jump rope champion back on Tatooine several years ago. The rest of the journey to the palace is uneventful.

As they enter the abandoned and run down palace, it doesn’t take long to realize they’re not alone. Not only have a variety of pests and rodents built nests here, but a group of squatters have taken up residence. They confront the party as intruders, but are obviously being defensive of their turf and not looking for a fight. The party leverages their new found fame to convince the squatters that they mean no harm and are only there looking for some lost clues. The squatters agree to allow the group free movement of the palace on one condition – a friendly game of Huttball!

Giradda had a Huttball arena built into his palace, and the squatters and party face off in a fierce competition of the sport that was widely popular during the Old Republic era. With weapons set to stun, dangerous shock traps, and high powered fans launching people into the air in random directions, the Huttball was thrown around several times as each team tries to cross the opponents’ goal line. In the end, the crew emerge victorious – not by scoring, but by rendering the entire squatter team unconscious during the battle that is part of the sport.

After recovering from the battle, the squatters praise the crew’s skill and thank them for engaging them in the sport. They point to the spectator booth high above the Huttball arena and mention that it was Giradda’s own personal viewpoint for observing the matches. The crew climbs up to investigate further, and discover the first clue – an etching written in Huttese and engraved with golden stone. The crew took a few holoimages and a tracing of the etching for further interpretation later.

With one clue down, there were two to go – the highest and lowest points. The squatters answered the crew’s question about these possibilities by pointing out the long non-functional elevator shaft. Upwards, the shaft leads to a spire atop the palace. Downwards leads to a dark and ominous underground chamber which the squatters have not ventured to explore, but report strange sounds coming from on occasion.

The group decides to try the spire first. After doing some mechanical diagnosis and repairs, Tiro manages to activate the elevator lift to a point that it rises from the lower level to the ground level, though it won’t go any higher than that due to warps railings above. Still, having the lift higher up means a shorter fall, which comes in handy when Mallinia loses he grip as she tries to scale the inside of the shaft and falls. A second attempt proves successful, and another etching is recorded as the second clue.

Lastly, the crew rides the now functional lift down into the bowels of the palace. Whereas the ground level of the palace had plenty of sunlight coming through broken windows and spacious skylights, the lower level is pitch black. Utut pulls out his handy fusion lantern to provide limited light as the group carefully makes their way down a twisting hallway.

The hallway ends in what appears to be a large room, the light source not revealing the far side of it. As the first member of the group steps into the room, a clicking noise echoes off the metallic walls, and the lights go on to reveal a large round arena with smaller rooms attached in each direction. From the far room comes the sound of large footsteps, as a huge robotic creature emerges into to the arena. Resembling a robotic rancor, the monstrosity has an enormous metallic jaw, a huge razor sharp claw attached to one arm, and a flamethrower attached to the end of the other arm!

The crew scatters around the room as the mechanical rancor moves forward to attack. They suspect the markings they’re looking for are in one of the smaller rooms surrounding the main room. Ducking in and out of cover and into the smaller rooms, they find nothing of note at first, until Mallinia finds an opening in the floor of the room directly opposite the entrance. She quickly descends and finds the marking, taking a snapshot and etching of it.

Meanwhile, the rest of the crew decides it’s better to try and defensively dodge the rancor rather than engage it. While the rancor cannot fit into the smaller side rooms, its flamethrower could easily flood those rooms with fire, burning anyone inside. Utut makes a valiant attempt to climb atop the rancor’s back to find a weakness, but slips and falls beneath the droid’s giant feet. As Mallinia rejoins the group, they pick up Utut and charge down the hallway away from the creature. With a final deafening clanking of its metal claw, the rancor unleashes a huge stream of fire down the hallway towards the fleeing group. While most of the group manages to duck behind corners or hide behind debris and avoid most of the blast, some of their clothing does catch on fire and they put it out before any severe damage can be done.

The group, now scorched and out of breath, ride back up the elevator lift where they are greeted by the awe struck squatters. The squatters offer some food and tend to their wounds in exchange for hearing the tale of the great robo rancor that has lived in the basement of their adopted home for many years.

With all three clues now in their possession, the crew thanks the squatter group for their help and head back to the Second Chance. It hasn’t been easy, but they are now one step closer to finding Giradda’s treasure.

GM: Steve
XP Awarded: 20 XP

View
Ney's Journal - Entry One

DECRYPTING>
OPENING neyjournal.log PLEASE WAIT>
BEGIN ENTRY>

Well the crew of the Second Chance lives up to their reputation so far. I don’t know if they are incredibly skilled, incredibly lucky, or just down right crazy. Maybe it’s all three. One thing is certain, they are a naive bunch. I can’t believe they are letting me pilot their new Firespray! Maybe Bria hasn’t filled them in on my past yet. I mean how do they know I just wont steal her and fly to the farthest system I can; the thought has crossed my mind. She is a beauty of a ship I even added a little bit of my own personal touch. I named her the Onyx Shadow. I thought it was fitting of her black and grey color scheme. Too bad we left her and the Second Chance back on Bakura. Getting them off that planet might be hairy after what we just pulled. Right now I’d rather be on anything other than this transport shuttle. After our scrap with the imps it’s little more than a durasteel box strapped to an ion engine. Good thing we’re scrapping it at Korad, no one will notice another junk heap on that planet. The fact that I’m still here to make this entry is due in no small part to this crazy crew. Really, who let’s a jawa pilot!!! He smells funny and those eyes creep me out but blast, he can fly! I just can’t wait until this thing is over to collect my pay. With what Bria is paying us I’ll be able to use some back channels to send credits to my mom and brother. It’s not nearly enough for disappearing on them but it will have to do until I figure out how to deal with this bounty and Black Sun. My little runt of a brother better be staying out of trouble and not giving mom a hard time.

END ENTRY>
ENCRYPTING>
RECONNECTING TO HOLONETPLEASE WAIT>

View
Cruising the Outer Rim

Caston Kale leans back in his seat in the lounge area of the Second Chance. He takes a long sip of a Tyrellian ale and savors the taste for a moment before swallowing. “Good stuff. It’s been far too long since I’ve had a nice cold beer.” He takes another long drink from his bottle before continuing. “Nice ship you have here. Reminds me a bit of my Bottle of Smoke. I loved that ship. I wonder if it’s still out there somewhere. I should look into that when I get a chance.”

His eyes harden a bit as he recalls some painful memories. “Being locked up for so long sure gives a man plenty of time to think.” He tilts the bottle to his mouth one more time, and with a long chug, finishes off the beer. He motions to Whistler, “Get me another of these, will you please?” As the droid rolls away to fetch the drink, Caston smiles. “There will be plenty of time for revenge later. Let’s talk about more pleasant things now, shall we? Like why you broke me out of that prison, and how we can help each other. Where do you want to start?”

View
Jailbreak Success

The crew of the Second Chance just pulled off a daring jailbreak from the infamous Imperial Maw Prison. Drifting in space in a severely battered stolen Lambda shuttle, the crew contacts Banu and Gar back on Torina.

Gar answers the holocall. “So, that doesn’t look like the inside of an Imperial prison, and you don’t look quite dead yet, so I take it you pulled it off. Nicely done.” The crew quickly confirms that they have indeed been successful, and that they now need to figure out what to do with the stolen shuttle and how to get the Second Chance back from where they parked it on Bakura.

Banu steps into view on the other end of the call. “You may have fooled the Imperials once with the fake transponder codes on that ship, but it won’t work a second time. You need to ditch it, and fast. And it doesn’t sound like you’re going to get many people looking to buy a stolen Imperial shuttle with two wings ready for the scrap heap. Strip what you can and dump it on Korad. That junkyard is a fitting place for it now.”

Gar agrees, “That sounds like a plan to me. And find some local public transportation back to Bakura to grab the ship. But keep a low profile, and make sure Kale is kept out of sight. There’s nothing on the holonet just yet about the jailbreak, as I’m sure the Imperials are embarrassed about it. But you better believe they’ll be looking for you.”

View
Giradda's Lost Treasure Part 1: The Man on the Inside

After making a name for themselves by winning Jabba’s Rancor Games, the crew of the Second Chance find themselves in demand for all kinds of jobs, both legit and highly illegal. Through the noise, a call from Bria Tharen gets their attention. The crew had previously helped Bria and the Rebel Alliance by turning over classified Imperial hyperspace routes they obtained during the bank heist on Coruscant. Now it was time to put that stolen information to good use.

Bria explains that the hyperspace routes lead to a highly secure Imperial prison located on the edge of the Maw. And that Imperial jail holds a prisoner that has some information considered extremely valuable to the Rebel cause. The prisoner is a former pirate named Caston Kale, who has been locked away and seemingly forgotten for twenty years. So the job is straightforward – Use the hyperspace routes to travel to the prison and break the prisoner out of there. She also offers to send some additional assistance to the crew once they decide where they’re going next.

After some discussion, the crew decides that the best way into the prison is to pretend to be Imperials transporting prisoners there. They identify a lower profile (and less secure) Imperial prison on the planet Bakura and decide to head there to try to obtain some items that can assist with their deception.

Upon arriving on the heading to the local cantina, the crew is approached by a Nautolan male who knows who they are. He introduces himself as Ney Loan and is accompanied by an astromech droid he calls Whistler. He explains that he and Whistler were sent by Bria to assist the crew on this job, and passes on some personal information to K’ldarien. K’ldarien reviews the information, validates it, and decides this information is highly valuable in helping him carry out a personal quest of his own. He says his goodbyes and departs from the group.

Ney explains that this is the perfect spot to steal an Imperial shuttle from, and explains that a distraction has been planned to make sure the Imperials come in investigate. Right on time, an explosion goes off near the Bakura Opera House, and there are purposefully obvious signs that the Rebel Alliance was behind it. As an Imperial shuttle arrives from the orbiting prison, the crew heads to the spaceport to confiscate it. After attempts to stealthily capture the shuttle fails, a shootout ensues and the crew leave several Stormtroopers dead as they take off with the shuttle.

After re-routing through several systems to lose any pursuing Imperials, Whistler puts his slicing skills to good use by forging the transponder codes of the shuttle. The crew also managers to dig up an Imperial officer uniform and two suits of Stormtrooper armor from the shuttle’s storage. The plan is to have Mallinia, Ney, and Gastro disguise themselves as Imperials escorting Utut and Tiro to the prison. With the forged codes and a plan in place, they jump to the prison.

The falsified transponder codes gains the ship access to dock inside the prison, and a forged data chip provides a record of the prisoners they were delivering. After the prison warden reviews the records and approves the prisoner transfer, he asks Mallinia how Captain Smith is doing. Mallinia responds that the captain is doing well and she has just seen him recently during another task.

It doesn’t take long for the crew to tap into a computer terminal and find the cell Caston Kale is being held in. Another name is found in the prison log – Mr. Tye, Tiro’s father. The crew makes their way down to the cell block, and confronts the Imperial officer and Stormtroopers stationed there. At first, the Imperial is reluctant to follow orders he had not been informed of prior to their arrival, and even becomes a bit condescending to the masquerading crew. But using some knowledge of Imperial rank insignias on the stolen uniform and that of the Imperial officer, Mallinia manages to pull rank and shame the officer and Stormtroopers into leaving their post and allowing the higher ranked officer to do his job.

With the cell block now empty of guards, the crew quickly free Caston Kale and convince him they are there to rescue him. Tiro also takes the opportunity to quickly speak with his father, but the elder Tye says he is too weak to participate in their daring escape, and urges Tiro to follow up with a family friend to collect evidence to prove his innocence through formal channels. Tiro reluctantly leaves his father behind and vows to free him.

With Kale now in with them, and no plans to actually leave their fake prisoners behind, the crew needs a distraction in order to get out. They create one by opening some additional cells in the prison block, releasing a Wookiee and a Trandoshan with a spare weapon thrown between the two for them to fight over. With the prisoners released, the crew rushes into the hallway and alerts the Imperial and Stormtroopers who previously guarded this cell, calling out that several prisoners had escaped and a full on prisoner riot was underway. With alarms blaring and guards rushing to lock down the prisoners, the crew manages to sneak their way back to the docking bay.

However, they don’t get away quite that easily, as the prisoner warden is waiting for them with several patrols of Stormtroopers. His question about Captain Smith had been a test, and the crew failed – Captain Smith had been dead for several months. A gun battle erupts, with the warden rallying his Stormtroopers to fight heroically while the crew hurried Caston Kale to the safety of the ship. They took some shots, but managed to take down enough Stormtroopers to successfully board the ship and take off.

The prison does have formidable defenses though. Several TIE fighters are deployed to pursue the fleeing ship and assaulted by defensive gun batteries. The ship absorbs several devastating blows, but manages to fight off the TIEs and out distance the gun batteries before they are blown to bits. A jump to lightspeed, and they successfully reach safety with their prize – the mysterious Caston Kale.

GM: Steve
XP Awarded: 20 XP

View
A Break at Banu's

After a thrilling victory in the Rancor Games, but one that came with a heavy cost, the crew of the Second Chance return to Banu’s paradise villa on the planet of Torina. As the ship sets down on the landing pad, more than a few tubes leaking smoke and wires sparking, Banu comes out to greet the group. He’s no longer confined to a repulsorlift chair, but still walks with a noticeable limp from the leg injury that ended his career as a smuggler.

Banu throws his arms open and welcomes the crew. “So good to see you again, friends! And congratulations on a job well done! The news is all over the holonet, you’ll always be remembered now as victors in Jabba’s Rancor Games! Although it is most unfortunate about Minis…”

The crew looks at one another anxiously, not sure how Banu is going to react to the shocking events that led to the death of Minis at the hands of his own crewmate. After a moment that seems much longer than it really is, Banu breaks the uncomfortable silence. “I’m saddened, but not surprised. He always did have a somewhat unpredictable sense of loyalty, especially when it came to women. Now let’s have a few celebratory drinks and get to know your new companions!”

After a night of celebration and drinking, with at least one toast raised to the memory of Minis, the crew gets to work on some much needed repairs to the Second Chance. Banu used some of the fortune he made from reselling the data recovered from the Dawn’s Damsel to upgrade his landing pad facilities, and Tiro has no problem finding the tools and parts needed to make the necessary repairs. The rest of the crew lends a hand or hangs around the landing pad tuning their weapons.

Banu and Gar walk into the hangar with some news. Gar explains, “I’ve been helping Banu try and track down the location of Yensod’s distress call and the whereabouts of J’lage Flurm. We have some leads, but we’ll need more time. I’m going to help him sort through the data and track down this bastard. In the meantime, there’s no shortage of jobs. Everybody wants to hire the Rancor Games champions now. It’s hard sorting through all the noise, to be honest. But it just became a lot easier. Bria Tharen is on the comm right now, and she has something we’ll all want to hear…”

View
The Rancor Games: Part 3

Captured and bound in a Nightsister camp, things looked dire for the crew until they were rescued by an unlikely ally – a Nightsister who was looking for a way off the planet and away from the “dark” ways of her people. Grabbing the egg from a nearby tent before leaving the camp, the escape was complicated by the Clan Mother and other Nightsisters attacking them. The group also stumbled upon an angry Rancor as they raced towards their ship and somehow managed to take it down. Once in space, their ship was confronted by another of the teams competing in the Rancor Games. In the space battle that ensued, they managed to disable his ship and left him stranded in space. The crew raced back to Jabba’a Palace, where they presented the Rancor egg and claimed victory!

GM: Bill
XP Awarded: 15 XP

View
The Rancor Games: Part 2

The group flew to Dathomir, the planet known for native Rancors. After navigating their way through the treacherous jungles of the planet, the crew located a Rancor cave. However, they came face to face with one of the other competing crews, and a battle broke out over possession of the egg. During the chaos, one of the crew members switched sides and was then killed by one of his former crewmates. Lightning suddenly flashed across the battlefield, striking people on both sides. The last thing the crew saw before they blacked out was the painted face of a Nightsister.

GM: Bill
XP Awarded: 15 XP

View

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.