Second Chance - SWEMPIRENJ

Ney's Journal - Entry Three

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Join the crew of the Second Chance they said….It will be fun they said…Now I’m no stranger to being wanted but this is ridiculous. Well my mama always said she wanted me to graduate, well mama I just graduated. I used to be a small time crook, look at me now, wanted by the Empire! Somehow I don’t think this is what she had in mind…

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Jewel of Yavin: Part 1

The crew’s actions did not go unnoticed, and between helping a prisoner escape one prison, breaking out of another prison themselves, and stealing a prototype space ship, they found themselves among the Imperial’s most wanted. Huge bounties were placed on their heads, which meant it would be difficult for them to take on jobs or operate freely without worrying about every bounty hunter in the galaxy gunning for them. They hatched a plan to fake their own deaths to clear the bounty, using illegally obtained clones to help the charade seem convincing. However, cloning is not only highly illegal, but also extremely expensive. It would take a big score to be able to afford it.

Just such an opportunity presented itself when they were invited to Bespin and presented with an opportunity to heist the famous Jewel of Yavin. The Jewel would be on display at a local museum during an auction for the rare and valuable gem. In fact, the job would be especially profitable because not only would they steal the gem, they were going to steal the funds from the winning bid as well. The group took the job, and proceeded to earn access to the auction event itself by winning the Cloud Car Grand Prix race.

GM: Bill
XP Awarded: 35 XP
- Exploring the museum and researching security: 5 XP
- Investigating the auction bidders: 5 XP
- Creating the computer spike, getting an encryption sample: 10 XP
- Coming in first place during the Cloud City Grand Prix: 15 XP

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Stalitz Flight

While delivering the stolen Imperial capital ship, an Imperial Star Destroyer suddenly appears from out of hyperspace and targets the ship the crew is on. Caught in a tractor beam and boarded by dozens of Stormtroopers, the group is overwhelmed and knocked unconscious.

The wake up in an Imperial prison. They quickly befriend some of the fellow prisoners and learn how things work in the prison. They also get on the prison warden’s good side by taking care of a pesky dianoga that had been causing problems. By calling in some favors and getting the warden drunk, the crew manages to escape through the garbage chute.

They’re surprised to find the garbage chute leads to an opening high above a lake. They drop into the lake, and make their way to the shore. From there, they sneak themselves into some vehicles and wait to be taken off the planet.

Unfortunately, the vehicles lead them back onto the Imperial Star Destroyer. From there, the group sneaks around and looks for a way to escape, finally locating a way off by hijacking some ships. Among those ships is a prototype of a new Imperial TIE Fighter, which would surely provide some valuable insight into the new technology.

They set the plan in motion, and flee the Star Destroyer in their stolen ships. They return to Banu’s in the Second Chance with the prototype TIE FIghter in tow. Banu is happy to see them alive after having been radio silent for several days, but he’s not so happy about having a top secret stolen Imperial ship stashed at his villa.

GM: Chris
XP Awarded: 25 XP

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Bendu's Shadow

While traveling to their next job, the Second Chance finds itself pulled out of hyperspace into the middle of a battle between a Rebel frigate and an Imperial frigate. The Rebels request help, and the crew agrees to engage with the Imperials. Joining with the engaged Y-Wings, the Second Chance helps turn the tide of the battle and defeats the Imperial forces.

After the battle, the crew meets with the Rebels and introduces themselves as a group that has done some work for Bria Tharen in the past. The Rebel commander is quite happy to hear this, and offers the crew an important job – to hijack a nearby Imperial Capital ship. The ship is manned by a mostly droid crew, and the Rebels have got their own droid onto the ship to assist with the mission from the inside.

Using some captured TIE Fighters and TIE Pilot uniforms, the crew disguises themselves as Imperials who were disabled during the previous battle, stranded in hyperspace ad waiting for the Bendu Shadow to pick them up. As they make contact with the Imperial capital ship and identify themselves, the plan works and they are brought aboard.

Once inside, they realize things are not quite what they expected. While the crew is mostly made up of droids, there should be at least some humans for the most important tasks. However, there are none to be found. Further investigation reveals that at least one of the droids appear to have gone out of control and murdered the human crew.

Searching the ship, the crew finds the captain and chief engineer, both of whom are hiding from the rogue droids. They tell the crew that the hyperdrive is deactivated, and explain how it must be repaired. As they make their way to the parts of the ship needed to repair the hyperdrive, the rogue droid makes itself known and murders the captain before fleeing down the hallway.

The crew engages the droid, and manages to disable it after a heated exchange. The chief engineer and the crew then work together to repair the hyperdrive and jump the ship back to the Rebel meeting location. The crew boards the Rebel ship and hands over control of the stolen Bendu Shadow to the Rebels. Just as they’re discussing boarding the Second Chance and parting ways, a new Imperial Star Destroyer arrives on the scene, armed and ready to put an end to what looks to be a short lived victory for the Rebellion….

GM: Chris
XP Awarded: 20 XP

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++INCOMING TRANSMISSION FROM TIRO TYE++

<begin>

I’ll be Kesseled! I need your help! I just heard from my father’s friend, Gymm. I sent him the data that I downloaded from the Terkob B and he was able to decipher it! I need to meet up with him on Sluis Van so we can put together a case to bring before the Galactic Courts of Justice. Can you drop me off as soon as possible? I had just started repairs on the Second Chance… I don’t have time to finish, but I promise to complete them as soon as I return! Just take it easy on her until I get back, she’s pretty banged up. Please hurry!

<…end>

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Giradda's Lost Treasure Part 4: Fame and Fortune

After convincing some local guides to show them the way by proving their worth in a drinking game, the group made their way into a hidden temple. Facing an assortment of deadly traps and puzzles, the group finally made their way to the treasure room, though battered. They claimed all the valuable items they could find, including the specific schematics the Rebels were hoping to recover, and made their way back towards their ship. Just as they left the temple, they were confronted by the treasure hunter they had beaten and left stranded during the Rancor Games, who had been trailing them the whole time. Armed with mercenaries and an AT-PT armored vehicle, the scene looked grim for the crew until the guides who had led them to the temple came to the rescue with a well aimed rocket launcher. The crew later met with the Rebels to hand over the schematics and enjoyed the treasures they claimed for themselves.

GM: Steve
XP Awarded: 20 XP

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Escaping Ord Mantell

The Second Chance makes one last quick pass over the Ord Mantell starport from a safe distance. Utut looks through his macrobinoculars to scope out the docking bay where the Onyx Shadow was previously parked. A derisive series of sounds confirms what was expected – Rix Harik made off with their ship. Ney curses under his breath at the turn of events. Caston Kale punches the ship’s engines and exits the atmosphere before they attract any more unwanted attention.

Once safely away from the chaos they created on Ord Mantell, Caston Kale relinquishes the controls and addresses the crew. “Okay, so we’ve got the key and hopefully we’ve got the location. And we’re sure as hell not attracting any less attention. So what do you all say we get down to business here and finish what we started as soon as possible so I can fade into the sunset and enjoy the rest of my life outside an Imperial prison.”

The etchings from Giradda’s palace are spread out on a table. “This one is easy,” says Caston pointing at the first etching. “It’s just a number: 7514.” Mallinia comments, “Well, that doesn’t help us a whole lot. Who else can read Huttese? We didn’t have a whole lot of Hutts visiting us on Dathomir to teach me the language.”

Tiro studies the second etching for a moment before explaining, “This one says ‘Vodran.’ Looks like we have our planet name. I’ve heard of it before, but can’t say I know much about it.”

Ney stares at the third etching and scratches his head while considering it. “I would hope this would give us the coordinates on the planet, but it looks like it says ‘Sector F 197 -87.’ Those aren’t typical coordinates for something on a planet’s surface.” Whistler rolls over to the table and makes a few beeps and whistles. Gastro translates the droid’s remarks, “He says those appear to be some custom type of grid system that’s very likely specific to the planet itself. His records show no data for translating that information into useful coordinates.”

“Looks like we’ve still got some hard work ahead of us, folks. Everyone strap in, we’re going to find us some treasure.”

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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

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Ney's Journal - Entry Two

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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.

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HPN>HOLONET PRIVATE NETWORK INITIATINGCONNECTION ESTABLISHED
HPN>CONNECT TO NAUTOLAN FIRST PLANETARY BANK
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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

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