Star Warts Episode 3.75.γ

 

Game 2 Powerpoints and Session Summaries

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CLICK ON THE SESSION TITLES TO DOWNLOAD THE SESSION PRESENTATIONS

Starwars Campaign 2
Session 1

StarWars Episode 3.75.γ.1

A Simple Errand, Part 1

Game 2 Session 1 - Tullis Station Interdiction

 

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Following their victory over the Shadow
Laboratory, our heroes, now rested and resupplied, return to
their home in the Tullis system. Now with new allies and a fresh sense
of purpose they are prepared for the challenges they face.

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Events have proceeded in the weeks since
their departure, and surprises await as they emerge from
hyperspace .

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 Return to Tullis

Immediately upon entering the Tullis system, the CHs will be confronted by a Victory class star destroyer that is now commanding the traffic control. TIE fighters are sweeping through, doing checks on incoming ships.

The star destroyer is there to install a new COMPNOR office.
 A data stream sent to the ship includes a list of wanted fugitives from the Empire. The Ishi-Tib reporter, Dehr Wexel, from Tullis Station News, WHO INTERVIEWED THE CHARACTERS DURING THE ZOMBIFIER ATTACKS  is now held on charges of sedition.
When the CHs return from Kypos, Rin will suggest that perhaps the characters may wish to visit Ba’ob.
 If the characters visit Ba’ob, they must first meet Glimmer, who is waiting for them at the end of a long dark alleyway. He has a fresh purple bruise on his cheek and scratches on his arms. He will be suspicious of them, even when they show credentials. “Security huh? Just a bunch of excess baggage is all you puff-eating Heggerjubs are. Where were you when the riots broke out?” With decent role-playing by the characters, Glimmer lets them by.
When Glimmer lets them into the safe house, they hear a horrendous roaring and crashing. Glimmer will say, “That kid likes to play rough! But Q.P. knows how to keep him calm.”

Q.P., a glamorous blue airhead in a provocative dress, showing plenty of cleavage and thigh, is singing the same sappy children’s song (think Barney, but with Marilyn Monroe’s campiest breathy singing style and suggestive gestures) again and again, while Ba’ob laughs and claps his tentacles gleefully, and growls uproariously and out of tune with the chorus as he bangs a chair leg on a metal pan. A medical droid in the corner is projecting the tinny accompaniment music. Three broken chairs and an overturned couch gouged by Ba’ob’s claws are testament to earlier chaos in the room.

Rin Hahmoxis has hired the Barn Swallow to take Pyul and other CHs to the Bethel system.

Rin Hahmoxis assigns Pyul and rebel CHs at station to make contact with QY’Rees in the Bethel system to establish a network for the Rebel alliance.

 MOST ACTION GOES ACCORDING TO THE OUTLINE ABOVE. THE CHARACTERS MEET WITH GLIMMER, QP, AND BA’OB. GLIMMER TELLS LEPA AND MUNCHI THAT THEY CAN PAY OFF THEIR LOAN BY MAKING MONTHLY TRIPS TO KYPOS. DURING THE MEETING WITH GLIMMER AND Q.P. THE CHARACTERS NOTICE THAT Q.P. IS A LOT SMARTER THAN SHE APPEARS AS SHE GIVES GLIMMER A FEW NOT-SO-SUBTLE NUDGES.

THE CHARACTERS GO TO THE BETHEL SYSTEM ON RIN HAHMOXIS’ REQUEST TO MEET WITH JUKEL, A FAMOUS ARCHAEOLOGIST WHO IS WELL CONNECTED TO POLITICAL AND ECONOMIC FORCES IN THE REGION.

Arrival at Bethel spaceport
Planet has red and green land masses with blue seas and very large white ice capes. The two major continents are equatorial. A huge network of archipeligos form the remainder of the land masses.

THE CHARACTERS LAND THE BARN SWALLOW, PROCEED THROUGH CUSTOMS, AND TAKE A CAB TO GORDOS CANTINA, THE MEETING PLACE WITH JUKEL.

Gordos Cantina: Retro-looking ceiling fans, (faux) vines crawling among (faux) wooden rafters. Each round table has an incense burner lit, filling the air with a pungent smoke. Walls are a trellis with more vines and back lighting. A hexapodal lizard waiter with a clean white towel draped over the left forearm, dressed in black formal wear will greet you at the door. “Greetings gentle sentients, may I offer you an umbrella?” (proffers a tiny patterned umbrella). When asked about the umbrella, “To shade your beverages kind sentients.”
Menu consists of 54 varieties of gourds. Drinks are served in gourd husks. Cantina named Gordos. A plant in the corner by the door trembles as passed (carnivorous gourd bearing species, snatches at insects that buzz by).

Meeting the contact (Aqualish male, Jukel, diplomat and executive of archaeological corporation)
relief at arrival of the Characters
Arrival of thugs at the bar

THEY MEET THE WAITER AND JUKEL. THUGS WALK INTO GORDOS WHILE THEY ARE SPEAKING TO JUKEL AND DEMAND THAT JUKEL COMES IN. A FIGHT BREAKS OUT. THE CHARACTERS QUICKLY SUBDUE THE PIRATES, BUT DECIDE TO FLEE THE SCENE WHEN THEY HEAR HIGH POWERED REPULSOR VEHICLES APPROACHING.

Chase scene through city
Escape from thugs at bar, hear hum of rapidly approaching repulsorlift vehicles, vehicles will start firing laser cannons at extreme long range

 THE CHARACTERS LOAD INTO A REPULSOR POWERED TRASH COLLECTOR AND LUMBER AWAY. ST8 STAYS AND UNSUCCESSFULLY ATTEMPTS TO BREAK INTO A SPORTS SPEEDER. THE REST OF THE CHARACTERS AND PIRATES GET INTO A CHASE BATTLE CAUSING HAVOC ON THE CITY STREETS. ST8 EVENTUALLY GETS THE AIRSPEEDER STARTED AND CATCHES UP TO THE OTHER CHARACTERS AS THEY DESTROY THEIR LAST OPPONENT. ST8 GETS OUT OF THE SPEEDER AND IMMEDIATELY IS CONFRONTED BY A MALL SECURITY GUARD WHO ATTEMPTS TO APPREHEND THE ROGUE ROBOT. AFTER A BRIEF CONFRONTATION WITH A FEW SHOTS FIRED THE CHARACTERS LEAVE THE SCENE WITH THE SECURITY GUARD HIDING BEHIND A BARRIER CALLING FOR BACKUP.

END SESSION 1

START SESSION 2

A Simple Errand, Part 2

Game 2 Session 2 - Bethel spaceport

Episode 3.75.γ.2

A Simple Errand, part 2

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Returning from the tribulations of the Kypos system,
 our heroes encounter an unpleasant surprise, an Imperial
pacification force now controls the Tullis System
. Concerned their
involvement
in the destruction of the Kypos facility will not go unnoticed, they
avoid  the Imperial presence by taking on a mission to establish contact with the renowned
archaeologist, Jukel.

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Arriving on planet Bethel they soon discover their
contact is in hiding from the sinister Reavers. A gang
 controlled by the pirate lord and new sector Moff, Horux. The
very same
arch-nemesis responsible for the creation of The Shadow Laboratory!

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Interrupted by a gang of Reaver thugs, our heroes
are pursued through the city in a death-defying firefight.
Defeating their adversaries they attract the attention and ire
of a mall security guard. Now fleeing the scene in a stolen trash-
collector, they ditch the vehicle in a dark alleyway as the wail of sirens
echoes in the distance…

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(intro fades into the distance, music takes on a mellow, anticipatory tone, the sound of sirens picks up as the starscape pans down past a sunset to the brightening lights of Bethel city. Scene cuts to the alleyway, where a carbon-scored wreck of a trash-collector grinds its way into the narrow, trash-filled corridor, lets out a resounding groan, and crashes to the cobbles as it’s repulsor drive fails.)

Scene: As you finished the last game you had just been involved with a barfight followed by a chase scene, followed by a brief shoot-out with the local law enforcement. You all piled into the stolen trash-collector, and zoomed around the corner from the irate mall-cop (who is frantically calling into his communicator and firing pot shots at you). Within a couple blocks you found a dark alleyway to stash your vehicle into. The vehicle has now failed and you must make your way to your destination by another means. Meanwhile the whine of approaching sirens warns of further complications.

SIGMUND DEPARTS TO LOOK FOR GOROK, WHO DISAPPEARED SOMEWHERE BETWEEN THE ALLEYWAY AND GORDOS. ST8 ACCOMPANIES HIM TO HELP OUT. THEY AGREE TO MAINTAIN COMLINK TRANSMISSION WITH THE OTHER CHARACTERS. (RON AND BRUCE COULD NOT MAKE IT TO THE GAME)

TWO NEW CHARACTERS ARRIVE, SELITH BRUTU AND LANDIS PLACKER. THEY WITNESS THE CHARACTERS DUCKING INTO THE ALLEYWAY WITH THE DAMAGED GARBAGE HAULER. THEY SOON INTRODUCE THEMSELVES AS SIRENS PASS THE ALLEY ON THE STREET OUTSIDE.

JUKEL EXPLAINS HIS PREDICAMENT.
Jukel

“I have made a tremendous discovery.” “Archives of the planetary survey, of which I possess the only remaining copy, have shown a concentrated deposit of idinite ore under the polar icecap.” [Wait for character’s blank reaction “Oh, of course…yes…(ehem)…you don’t know the system…”] “Idinite ore is non-existent elsewhere on the planet, and though not valuable in and of itself, it is a component that is sometimes used in starship hulls.” “Oh, and there is a crater surrounding the ore.”
More story: “My partner QY’Rees has uncovered an ancient Old Republic archive.” The record is of an unknown alien ship appearing during space battle between an Old Republic Jedi and a Sith Force 3 millenia ago. The Sith attacked the newcomer and it sustained heavy damage. The ship escaped from the Sith when the Jedi ship interfered with the attack. It fled into hyperspace and was never relocated, presumed destroyed.
The archive shows a record from the perspective of a Jedi Padawan Scout Ship that was attacked by a Sith fighter. The archive shows stills and short videos, all distorted by damage to the scout ship’s sensor’s during the battle. The final video record shows an alien ship arriving on the scene and attacked by a Sith battle cruiser. The alien ship is estimated to be roughly a kilometer in diameter. The video shows damage occurring to the ship shortly before it escaped. The text summary of the Jedi record indicates the alien ship was severely damaged and likely destroyed by the stresses of entering hyperspace.

Game 2 Session 2 - Sith battle archive

HORUX’S INTEREST IN THE SHIP
Horux tried to contact Jukel and QY’Rees initially to use their services as salvage operators to legitimize his piracy. They ignored the initial queries. One of Horux’s agents (Meerkaz) contacted them in person, and was emphatically turned down. Later Meerkaz was seen by a neighbor leaving their office after a break in. The datafiles on their search for the ship were stolen. Later, while they searched for the ship, they spotted Meerkaz again shortly after finding the coordinates. QY’Rees was abducted shortly after, and Jukel arrived to find their office being looted by Horux’s henchmen. He went into hiding for his own protection. Knowing that Rin Hahmoxis would send a contact to discuss business and security for his work, he kept the appointment in the hope that her agents could help him.

THE CHARACTERS GO TO JUKELS LOOTED OFFICE, WHERE HE HAS NOT GONE SINCE HE DISCOVERED THE BREAK IN. AS THEY ARRIVE ON THE STREET THEY SPOT MEERKAZ STANDING IN FRONT OF THE OFFICE. LANDIS ATTEMPTS TO SHOOT MEERKAZ IN THE BACK AND MISSES AS MEERKAZ DEMONSTRATES EXTREME AGILITY. SELITH ATTEMPTS TO SHOOT MEERKAZ AT CLOSE RANGE, BUT THE AGILE MEERKAZ AVOIDS HIS ATTEMPT. LANDIS DOES MANAGE TO SHOOT HIM IN THE SHOULDER, BUT MEERKAZ DODGES DOWN THE STREET INTO A CURTAINED DOORWAY.

THE CHARACTERS REGROUP. MUNCHI AND LEPA DECIDE TO SEARCH JUKEL’S OFFICE WITH JUKEL. SELITH MOVES AROUND THE OUTSIDE OF THE BUILDING TO THE REAR DOOR IN AN ALLEYWAY. PYUL AND LANDIS ENTER THE CURTAINED FRONT DOORWAY TO THE TALL BUILDING. THEY ARRIVE IN THE ENTRY ROOM TO A THEATER. THERE THEY ARE CONFRONTED BY A HUTTESE SPEAKING WHIPHID BELLHOP, WHO SAYS, “MIG SODUR YEP SCHBOOL” (TICKETS PLEASE, 20 CREDITS EACH). “ORK-TO’KUR GRO-ORK DURKAZ!” (YOUR DROID IS NOT ALLOWED IN HERE) mistakenly referring to Landis the cyborg. and “MES’KIK ERD’ZWAN CHOLGAK” (THE SHOW IS STARTING SOON). PYUL MANAGES TO TRANSLATE MUCH OF WHAT THE BELLHOP SAYS, BUT LANDIS GETS INTO A MINOR CONFRONTATION AND GETS GRABBED ROUGHLY. EVENTUALLY PYUL PERSUADES THE WHIPHID TO LET THEM INTO THE THEATER. AS THEY ENTER THE MUSIC IS JUST BEGINNING. THE BAND PLAYS A MUSIC REMINISCENT OF THUVAN THROAT SINGING IN A STYLE SIMILAR TO 80’S POP HITS (A VERY DEEP-THROATED ‘when the levee breaks’ BY LED ZEPPELIN). The singer looks like this… 

Albert Kuvezin - Yat Kha Re-Covers

PYUL SPOTS MEERKAZ IN A BACK TABLE OF THE CLUB, NURSING HIS INJURED SHOULDER, SURROUNDED BY THUGS. AS SHE APPROACHES SHE ALSO NOTICES MORE OF THE THUGS IN THE AUDIENCE. LANDIS DECIDES TO CREATE A DISTRACTION BY FIRING HIS BLASTER INTO THE AIR AND PULLING SOME WILD DANCE MOVES. THE CROWD PANICS AND RUSHES FOR THE EXIT. IN THE ALLEYWAY, SELITH IS SUDDENLY CONFRONTED BY A HOARD OF PANICKED MUSIC LOVERS. HE ATTEMPTS TO ENTER THE DOOR, BUT IS UNSUCCESSFUL AS THE CROWD PUSHES HIM BACK. PYUL AND LANDIS ENGAGE THE THUGS IN COMBAT AND MANAGE TO DEFEAT THEM. SELITH JOINS THEM IN THE FIGHT AS THE LAST OF THE CROWD LEAVES. THE BELLHOP WHIPHID SPOTS LANDIS AND SHOUTS “GRO’ORK NAGA DATHUL” (I KNEW YOU WERE TROUBLE DROID!) HE CHARGES LANDIS, WHO PULLS HIS BLASTER IN DEFENSE. PYUL’S PERSUASIVE SHOUT CONVINCES THE BELLHOP THAT LANDIS DID NOT CAUSE THE TROUBLE AND PREVENTS THE CONFRONTATION.

THE CHARACTERS TAKE MEERKAZ PRISONER IN THEIR RENTED SPEEDER. THEY INTERROGATE HIM ON THE WAY TO THE SPACEPORT. HE RESIST THEIR EFFORTS, EVEN WHEN SELITH HANGS HIM OUT OF THE MOVING SPEEDER’S DOOR, UNTIL PYUL’S PERSUASION CONVINCES HIM TO COOPERATE. HE REVEALS QY’REES’ LOCATION.

THE CHARACTERS DISCUSS HOW TO NEUTRALIZE MEERKAZ. SOME SUGGEST KILLING HIM, BUT OTHERS ARE WORRIED ABOUT THE MORALITY OF THIS APPROACH. WHILE THEY ARE DECIDING JUKEL IS GIVEN A BLASTER TO KEEP AN EYE ON MEERKAZ. HE ASKS HOW TO OPERATE THE WEAPON. THEY EXPLAIN THE USE OF THE SAFETY AND HE ASKS ABOUT THE STUN SETTING. ONCE THEY EXPLAIN THIS, JUKEL IMMEDIATELY SHOOTS MEERKAZ WITH A STUN BEAM AT CLOSE RANGE. AS MEERKAZ CRUMPLES, JUKEL SIGHS IN SATISFACTION, EXPRESSING, “I’VE WANTED TO DO THAT FOR A LONG TIME!”

Where QY’Rees is now (INFORMATION FROM MEERKAZ AND JUKEL’S PLANETARY RECORDS)
QY’Rees is held in Moribat Senair’s remote mountain retreat. QY’Rees is in an internal room. The villa has recently been taken over by Horux’s pirates. The villa has incredible views of rugged mountainous terrain. It can be approached either from the front up a wide river valley, or from behind by a narrow box canyon.

Going to a rented spaceport warehouse to acquire supplies, spacesuits and minisub. Jukel will fit each character with a dive suit (a modified space suit with fins. Non-humanoid shaped characters will require some fitting. Spacer tape will be used for any radical redesigns of the suit morphology.)

THE CHARACTERS DISCUSS OPTIONS ON HOW TO APPROACH THE RETREAT. LANDIS PROPOSES USING SUBTERFUGE TO GET CLOSE TO THE RETREAT. THE CHARACTERS AGREE TO THIS APPROACH, BUT BACK OFF WHEN THE GM REVEALS THAT THEY WILL BE SERIOUSLY ENDANGERING THEIR LIVES WITH THIS APPROACH. UNDER DURESS, THE PLAYERS AGREE TO THE GM’S SUGGESTION THAT THEY FLY UP THE BOX CANYON TO THE RETREAT.

The Box Canyon

Game 2 Session 2 - airspeeder attack
Landing in the box canyon will require a difficult piloting maneuver, and further difficult ½ speed maneuvers for 6 rounds to make it up to behind the villa. If someone makes a moderate sensors roll they will pick up the base’s repulsor detection system before it detects them. CHs will fly by 2 fast tri-wing air speeders in the narrow canyon. The tri-wings will fight to the death, which in this canyon means any missed maneuver with a critical failure.

THE CHARACTERS ENCOUNTER TWO AIRSPEEDERS WHICH THEY RAPIDLY DESTROY. AFTER SOME FANCY MANEUVERING, LEPA BRINGS THE SHIP OUT OF THE CANYON. THEY LAND OUTSIDE OF REPULSOR DETECTION RANGE, AND THE PARTY CONTINUES UP THE MOUNTAINSIDE.

Senair’s estate has a security system of patrol droids that respond to intruders usually with a warning signal to cease trespassing, then later stun weapons for persistent trespassers. Horux has reset the security system for NO WARNING and LETHAL FORCE.

THE CHARACTERS SPOT A SECURITY DROID PATROLLING A MEADOW AHEAD OF THEM. THEY DECIDE TO AMBUSH IT. AS THEY ARE PREPARING TO ATTACK, LEPA REACHES OUT WITH THE FORCE TO SNAP A TREE BRANCH AND DISTRACT THE DROID. LEPA FLUBS, AND THE TREE BRANCH SNAPS, FLIES ACROSS THE MEADOW AND INTO HIS HAND. THE DROID FOLLOWS THE BRANCH DIRECTLY INTO THE CHARACTER’S TRAP WITH LASERS BLAZING, BUT BEFORE IT CAN SHOOT AT ANYONE, THEY DESTROY IT WITH A SERIES OF WELL-AIMED SHOTS.

MOMENTS LATER, THE SUBJUGATOR, A 500-METER LONG SHIP ROARS OVERHEAD. THE FOREST SHUDDERS UNDER THE VIBRATION OF ITS PASSAGE.

End Session 2,
Start Session 3

The Search for the Ship, Part 1

Game 2 Session 3 - Moribats winery

Episode 3.75.γ.3

The Search for the Ship, part 1

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On the planet Bethel, the renowned archaeologist Jukel
has convinced our heroes to help rescue his partner QY’Rees,
currently held prisoner by the Pirate Lord, Horux. With information
extorted from Horux’s spy Meerkaz, they soon learn the location of the captive.

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Flying below sensor range towards the mountain retreat
where QY’Rees is held, our heroes are attacked by combat
airspeeders in a narrow canyon. Rapidly destroying their attackers
they proceed onward cautiously, concerned the Reavers are now alerted
to their presence.

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Now stealthily ascending through the forest
behind the retreat. A sense of unease causes our heroes
to pause and listen. Within the glade ahead a robotic sentry hovers,
impeding their path.

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With quick reflexes, they eliminate this minor
obstacle. But soon, a new dilemma arises. A 500-meter
monstrosity, Horux’s massive planet Subjugator, roars overhead
with grim purpose.

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Uncertain now whether their rescue effort
is too little, too late, our heroes must weigh their options
carefully. Do they follow the Subjugator to its mysterious goal?
Or proceed onward in the hope that the secret of the ship remains ahead?

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In the meantime, as the roar of Horux’s monster
fades into the distance, a new sound alerts our heroes
to the presence of more robot sentries. Our heroes must decide
on their course of action quickly if they are to stop Horux from finding the Ship!

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Introductory scene opens to starfield, descends to meadow where the security droid is destroyed and the Subjugator flies overhead.

Intro Issues:
Reintroducing ST8, Landis and Selith leave the game
AFTER BATTLING THE THUGS FROM THE BAR WHERE THEY FOUND JUKEL, ST8 IS SEPARATED FROM THE OTHER CHARACTERS WHILE FOLLOWING SIGMUND IN SEARCH OF GOROK. ST8 MOMENTARILY LOSES TRACK OF HIS FRIEND. AS HE IS SEARCHING HE HEARS AN EXCITED, “UKTENI!” AND IS SUDDENLY STRUCK BY A BLUE, IONIZATION RAY, KNOCKING OUT ALL HIS SYSTEMS
.
WHEN ST8 REGAINS CONSCIOUSNESS HE IS FITTED WITH A RESTRAINING BOLT THAT PREVENTS HIS INDEPENDENT ACTIONS. HE IS IN A CLIFFSIDE LUXURY RETREAT POPULATED BY ROWDY, PARTYING PIRATES WHO PUT HIM TO WORK STACKING BONFIRES WITH FURNITURE. LATER AS THE DRUNKEN PIRATES LOSE TRACK OF HIM HE SITS NEAR THE EDGE OF THE RETREAT’S LANDING PAD. A CLOAKED, PIRATE SMELLING OF SOUR ALCHOHOL STUMBLES OVER HIM, VOMITS AND IN A RASPY, DRY VOICE SAYS, “YOU SHOULD BE GETTING OUT OF HERE. TAKE THE PATHWAY OUT THE BACK IF YOU KNOW WHAT’S GOOD FOR YOU.” WHEN THE PIRATE CLIMBS OFF OF HIM, ST8 DISCOVERS THAT THE RESTRAINING BOLT IS LOOSE AND NO LONGER ACTIVE. ST8 LEAVES THE SCENE AND FINDS A GAME TRAIL BEHIND THE RETREAT. HE DESCENDS THE MOUNTAINSIDE AND SOON FINDS THE OTHER CHARACTERS CLIMBING THE GAME TRAIL TOWARDS HIM.

THE OTHER CHARACTERS MEANWHILE HAVE JUST DESTROYED A SECURITY DROID AND WITNESSED THE OVERFLIGHT OF THE SUBJUGATOR. AS THEY ASSESS THEIR SITUATION, THEY HEAR THE APPROACH OF MORE SECURITY ROBOTS. LANDIS AND SELITH SHOUT THAT THEY WILL LEAD THE DROIDS AWAY. THEY DISAPPEAR INTO THE FOREST, AND SOON THE FADING SOUND OF BLASTER FIRE IS HEARD IN THE DISTANCE.

THE CHARACTERS CONTINUE UP THE GAME TRAIL AND SOON ARE REUNITED WITH ST8.

Rescuing QY’Rees
QY’Rees (Jukel’s partner) was captured by Horux’s crew and is being held in the mountain retreat of Moribat Senair, a wealthy local aristocrat and businesswoman.
Senair’s retreat is built into a steep mountainside overlooking a spectacular valley that includes her estates. Horux has taken control of this retreat from Moribat Senair.

LaunchPad at Retreat
The retreat is also guarded by some of Horux’s thugs. There are 24 assorted thugs out on the launch pad, including 4 pilots. All of them are in varying states of drunkeness, Some are sleeping. Those who are not sleeping are still drinking themselves into a stupor or distracted by a sabaac game. The sabaac players are distracted but not thoroughly drunk.

Bonfires are blazing on the launch pad, fueled by broken furniture and the shredded remnants of the garden.

The launch pad is littered with bottles of expensive vintages. There is a trail of bottles that leads back to the elevator, and a few in the wine cellar entry room. Each unlocked room of the residence has a few guards who are either staggering drunk or sleeping drunk, but the facility is mostly deserted.

Doors to enter the lower atrium are found on either the left or right sides of the launch pad.

CHARACTERS SNEAK INTO THE RETREAT PAST THE PARTY ON THE LAUNCH PAD, THEY SOON SPOT THE ACCOUNTANT

Within the audience chamber (standing near the rear steps to the throne dais) is a Nimbanesan accountant busy over a data pad. He is focused on the floor and angrily mumbling, “PRICE OF THESE VINTAGES!” and “DRUNKEN LOUTS!” “WE’LL SEE ABOUT THIS BEHAVIOR!” If the CHs focus on what he is doing they can see he appears to be counting and tabulating the number and variety of empty vintage bottles on the floor. He is upset about the loss of capital from the used bottles and is working a way to deduct the vintages from the drunken thugs’ share of the loot. He will be alert enough to see the characters enter the room unless they are successfully stealthy against his perception (PC 3D+1). He will confront them first, “You there! What are you doing here!” Depending on the character’s actions and appearance, he may or may not realize they are not pirate recruits themselves. Then run for the exit if attacked. (Give characters opportunity to subdue or delay him)

CHS SUBDUED THE ACCOUNTANT AND ALSO SUBDUED (SERIOUSLY INJURED) THE DRUGGED PIRATES AROUND THE GALACTIC HOLODISPLAY IN AN UNPROVOKED ATTACK. ST8 CAUSED THE MOST SERIOUS DAMAGE TO THE ONE DANCING NEAR THE GALACTIC HOLODISPLAY, LEPA USES A BLASTER ON STUN AGAINST THE OTHERS AS THEY RELAXED SMOKING NARCOTIC HERBS IN THE BENCHES.

Rotating holodisplay of galaxy: (in center of Lower Atrium)
This holodisplay of the galaxy rotates through the air in the center of the lower atrium. It is oriented to allow best viewing of the display from the Emperor’s throne. It is currently set on a mode where it illuminates key stars in Palpatine’s Empire and displays a small holovideo demonstrating a kindness that Palpatine has delivered to the galaxy. These holovideos are clearly taken directly from the COMPNOR propaganda office. They show Palpatine delivering great addresses at important worlds, delivering food aid to orphans, making declarations in his throne room in Imperial Center. The images invariably portray Palpatine as a visionary who through simple and subtle gestures leads his people into a more positive and glowing future. Ironically, some of the displays show the results of Palpatine’s more aggressive actions. The subjugation of Mon Sardru, the razing of Nisek, the breaking of the planetary shields at Mezoar, the blockade at Seseger, all depict events where the Emperor’s forces committed horrific atrocities, but those atrocities are hidden in the images, and the media masterfully creates a positive spin on the events.
This display is controlled by a panel on Palpatine’s throne. It can also be used as a galactic mapping system, showing all the major space routes, and encyclopedic detail on each recorded system in the galaxy. It even has the potential to operate as a battle command station wspan style=”color: #ccffff;”ith ship-to-ship communications and holonet access, although this feature is not yet fully installed.
Around tspan style=”color: #ccffff;”he display of the galaxy, below the level of the stairs, are audience seats for the Emperor’s court, oriented to view the holoprojector as the Emperor directs the visual displays. Among these seats are a variety of passed out figures in various states of excessive imbibement. A mix of sweet and acrid smoke fills the air from a pipe that is still being passed among a small, conscious group in the corner by a morphing, liquid sculpture. Their attention is diverted by this oversize lava-lamp-like art piece and the constantly morphing galactic hologram. One of them is drunkenly swaying on her feet with arms outspread, clearly imagining a dreamlike flight through the galaxy (THIS IS THE PIRATE SERIOUSLY INJURED BY ST8 IN UNPROVOKED ATTACK).
Upper Atrium
Emperor’s throne (At head of stairs between Main dome and Atrium)
Upon a raised dais in the raised rear section of the chamber is an exact replica of the Imperial throne. The throne dais rises before the plasma sculpture and provides a view out the atrium windows. In the atrium before the throne is a rotating holodisplay of the galaxy. Behind the throne is a plasma sculpture of Palpatine’s idealized likeness.
The throne itself incorporates a repulsorlift system that is preprogrammed to descend to the Emperor’s chambers below. An Easy TEC roll can make the control system clear. The throne is capable of repulsor flight with a move of 10. The throne can easily accomodate one human sized driver. It is designed to lift up to 10 times this weight. ST8 THOROUGHLY ANALYZES THE THRONE CHAIR.
Palpatine holographic sculpture (under main dome)
In the atrium behind the throne is a 30 foot tall holographic image of Senator Palpatine, generated by the light passing through the refracted transparisteel of the atrium ceiling. As the sun descends slowly through the sky the holoimage shifts subtly, causing Palpatine’s features to change expression and his body and robes to move subtly. A plaque on a small pedestal between Palpatine’s throne and the atrium has the following tribute printed on crystalplaz, “This work is entitled PALPATINE SUPERSTAR. The overall artistic effect of this humble tribute to our Galaxy’s Ruler draws Palpatine’s many images from the Power of a Star. Through his Benificent Mind and Great Humility, Decked in the Humble Robes of a True Aesthetic, Palpatine Guides us with a Kindly Light that Illuminates the Greatness of His Rule. As Our Galaxy’s most Devoted Servant He is Leading His Galactic Empire into an Everlasting Order of Peace and Brilliance!”.
Around PALPATINE SUPERSTAR are 14 sculptures depicting the Emperor’s greatest servants, Lord Darth Vader, Grand Moff Tarkin, and 12 Grand Admirals (respectively… Grand Admiral Martio Batch, Grand Admiral Nial Declann, Grand Admiral Grant, Grand Admiral Josef Grunger, Grand Admiral Ishin-Il-Raz, Grand Admiral Afsheen Makati, Grand Admiral Danetta Pitta, Grand Admiral Pecatti Syn, Grand Admiral Miltin Takel, Grand Admiral Osvald Teshik, Grand Admiral Rufaan Tigellinus, Grand Admiral Zaarin)

Elevator to Lower Levels:
At the back of the throne room. Descends to each of the lower levels.
Security room
In a side room on the back passage to the elevator the characters will find a security station. Here the drunken Gamorrean guards are rowdily enjoying a stock of Gamorrean fire liquor. The security room is thoroughly trashed. Monitors litter the floor. Circuits and wiring tangle feet creating moderately difficult terrain. In one corner of the room, a single monitor facing the wall is flickering with light. On it, footage of the character’s combat with the security droids is replaying on the security screens with an iterating ALERT over the screen. The security room is also stacked high with smashed bottles.
Gamorrean guards: 1 guard still conscious AND SERIOUSLY BUZZED ON FIRE LIQUOR. EFFECT OF FIRE LIQUOR ON GAMORREANS REDEFINED TO NO LOSS OF COORDINATION, BUT GREATLY INCREASED AGGRESSIVENESS.
On the floor are eight unconscious Gamorreans, along with 6 more of the other pirates, all looking the worse for alchohol and sheer physical abuse. An Easy PC roll will detect the smell of Gamorrean fire liquor in the air. A Moderate Streetwise (KN) roll will determine that any sane leader would never allow any Gamorrean employee within miles of fire liquor. CHARACTERS NOTICE THE FIRE LIQUOR IN THE AIR AND KNOW WHAT IT MEANS.

THE AWAKE GAMORREAN ATTACKS THE CHARACTERS. ST8 ATTEMPTS TO INTERPOSE HIS BODY BEFORE THE OTHER CHARACTERS, BUT PYUL FUMBLES AND FALLS OVER KNOCKING HIM TO THE GROUND. LEPA ATTEMPTS TO ATTACK THE GAMORREAN WHILE DEFENDING, BUT LOSES INITIATIVE AND THE GAMORREAN HITS FIRST, CAUSING A CLOSE TO FATAL INJURY TO HIS LEG (LEPA SPENDS 3 CH POINTS TO AVOID A MORTAL WOUND, BUT IS CONSIDERED WOUNDED NOW). MUNCHI FLIES INTO A RAGE AT THIS INJURY TO HER FRIEND AND STRIKES THE GAMORREAN SO HARD IT FLIES BACK TO THE LIFT DOORS DENTING THEM AND FALLS FORWARD UNCONSCIOUS. PYUL APPLIES FIRST AID AND A BACTA KIT TO LEPA AND BRINGS HIM TO STUN STATUS. ST8 MEANWHILE APPROACHES THE UNCONSCIOUS GAMORREAN AND BEGINS TO ATTACK IT WITH A PLUNDERED VIBROBLADE. THE GM WARNS LEPA AND PYUL THAT IF THEY DO NOT TRY TO PREVENT ST8’S MASSACRE OF THE HELPLESS GAMORREAN THEY EACH RISK A DARK SIDE POINT. PYUL AND LEPA MANAGE TO STOP ST8’S ONSLAUGHT AND GET ST8 TO TREAT THE GAMORREAN WITH A BACTA KIT TO PREVENT IT’S DEATH.

Level 4: Moribat’s residence
The elevator descends at a slight angle towards the face of the cliff before stopping at a door decorated with simple but elegant designs. The entry to Moribat’s residence is locked, but there is an entry key port and a button to press that will open a droid security eye to request, “May I ask who is calling?” The droid brain (MECHANICAL EYE ON A STALK THAT POPS OUT FROM THE WALL) who controls the entry will attempt to ascertain if the CHs have a legitimate reason to enter Moribat’s Residence before allowing access. It will not alert the occupants of Moribat’s quarters if they are able to persuade it that they are there to rescue Moribat and/or her podlings. (THE DROID INITIALLY MISTAKES THE CHARACTERS AS PIRATES AND REFUSES TO GRANT AN APPOINTMENT WITH MORIBAT. THE CHARACTERS MANAGE TO CONVINCE THE DROID THAT THEY ARE NOT PIRATES. TO HELP MORIBAT, THE DROID COOPERATES FULLY TO GIVE THE CHS A MASSIVE ADVANTAGE ON THEIR ATTACK ON THE PIRATES, CORRECTING THEIR AIM, AND OPENING THE DOOR TO SURPRISE THE PIRATES WHEN THE CHARACTERS ARE READY.)
Moribat’s residence has similar features to the guest rooms. Her sitting room is larger, with an actual view of the valley. Her bedroom is also larger, and attached to her podlings room (with 5 beds). The bedrooms also have actual views of the valley.
LOCKED WITHIN her residence living room, are Moribat and her 5 podlings IN SEPARATE ROOMS. All her podlings are the same age (about 10 human years old or equivalent). They look a bit the worse for physical and mental abuse and hunger, but are generally fit enough to operate on their own if they are freed. They are generally downcast and depressed from their treatment. Moribat is very concerned about her podlings’ welfare.

Moribat and her podlings are hungry and thirsty now, but have received food and water within the last few hours.

Moribat Senair
Description: An elegant elderly semi-humanoid alien in well-tailored robes of expensive cloth. Possesses a strong air of dignity. Even in her currently harassed and shaken condition, concerned as she is about her podlings, she manages to speak with calm and self-assurance.
A great believer in Emperor Palpatine, Moribat Senair has designed her whole retreat with the hope that one day the Emperor will arrive to visit her small, yet extravagantly appointed estate. Her estate is a veritable museum depicting the Emperor’s accomplishments for the people of his galactic Empire. Murals and sculptures fill the atrium showing scenes of Palpatine as a healer, diplomat, peace-maker, and enforcer of the galaxy’s justice. The artworks are commissioned from a diversity of artists of many worlds in the galaxy and include animated holoprojections of abstract and realist design, liquid sculptures held in place by energy fields, levitating monoliths, and enclosed plasma vortices, as well as more ancient styles including sculptures, tiling, and painting.
Moribat believes strongly that Palpatine is the ultimate source of justice in this galaxy. She knows that the depravity of the pirates who have invaded her tribute to Palpatine will be severely punished as soon as the Emperor learns of it.

Moribat will tell the CHs that she last saw Horux come from the wine cellar level.
MUNCHI STAYS WITH MORIBAT AND HER PODLINGS TO PROTECT HER. THE OTHERS GO TO THE NEXT LEVEL DOWN.

Level 5: Wine Cellars and Processing Facility
Lowest level of elevator, not accessible with standard elevator programming, requires a maintenance card, or Moribat Senair’s access.
Winery entry room. The walls of the room are lined with shelves that have clearly been looted of the bottles. Laying on the floor ARE the corpses of two pirates with broken necks and bruised bodies. BLOOD LINES ON THE FLOOR INDICATES THE TWO PIRATES WERE PHYSICALLY THROWN OUT FROM THE CLOSED UNLOCKED BLAST DOORS. ONE OF THE PIRATES HAS ITS OWN TWISTED AND BROKEN VIBROBLADE SHOVED THROUGH ITS LEG..

Once the characters gain entry to the wine processing facility they will see on the lower winery floor a still human figure.
“Standing on the winery floor is a human appearing figure wearing a simple, but clean coverall. It appears to be a human male and speaks with a human male voice. Its features are bland and not particularly distinctive, with moderately tan skin and dark hair.”
This being is an assassin droid designed to infiltrate human organizations. Horux has left it here with instructions to guard QY’Rees and kill anyone who enters the winery. At the CHs entry it will say in a monotone voice, “Horux has warned you not to enter here. You have 10 seconds to leave before I kill you. 9, 8, 7, 6, 5, 4, 3, 2, 1, too late…” The droid will then attack.

THE CHARACTERS OPEN THE BLAST DOOR AND SEE THE HUMAN-MIMIC ASSASSIN DROID. ON THE FIRST COUNTDOWN THEY CLOSE THE BLAST DOOR BEFORE THE COUNT ENDS. WHEN THEY OPEN THE DOOR A SECOND TIME, THEY THROW THE BODY OF A PIRATE INTO THE WINERY, THE DROID IGNORES THIS AND CONTINUES ITS COUNT TO ‘TOO LATE’. THE DROID RUNS UP THE STAIRS AT EXTREME SPEED AND LEAPS FROM THE MIDDLE LANDING UP TO THE UPPER CATWALK (THE LEVEL OF THE CHARACTERS). THE CHARACTERS SHUT THE DOOR AND RUN TO THE TURBOLIFT. AS THE ASSASSIN DROID OPENS THE BLAST DOOR, LEPA AND PYUL SHOOT IT WITH A BLASTER TO SLOW IT DOWN. ST8 THROWS A CONCUSSION GRENADE AT THE FEET OF THE DROID. THE BLAST CAUSES ONLY MILD DAMAGE TO THE DROID BUT BLOWS IT THROUGH THE OPEN DOOR DOWN TO THE WINERY LOWER LEVEL (THE DROID BOUNCES ONCE OFF OF THE STAIRWAY RAILING ON THE WAY DOWN). THE CHARACTERS TAKE THE LIFT TO MORIBAT’S RESIDENCE TO REGROUP WHEN THEY SEE THE DROID COME BACK UP THE STAIRS. THEY HEAR THE LIFT DOORS BEING PRIED OPEN BELOW AND DROP THE ELEVATOR ON THE DROID (CAUSING NO SERIOUS DAMAGE). THEY GO BACK UP ONE LEVEL, PYUL AND LEPA EXIT AT MORIBATS ENTRY ROOM. ST8 TAKES THE ELEVATOR TO THE HIGHEST FLOOR TO BRING IT BACK DOWN ON THE DROID AS IT CLIMBS THE SHAFT. MEANWHILE, THE DROID CLIMBS THE LIFT LADDER TO MORIBATS LEVEL AND PRIES OPEN THE ELEVATOR DOOR SLIGHTLY. WAITING FOR IT, PYUL, WITH THE POWER OF THE FORCE GUIDING HER HAND, SKEWERS THE DROID’S CENTRAL POWER CORE WITH HER FAMILY VIBROBLADE. AS THE DROID DIES, THE ANCIENT BLADE IS STUCK IN ITS BODY. THE WHIR OF ST8’S APPROACH IN THE DESCENDING ELEVATOR CAUSES PYUL ALARM. AS THE ELEVATOR SMASHES INTO THE INERT BODY OF THE ASSASSIN DROID, PYUL TWISTS HER BLADE VERTICALLY. THE BLADE SEVERELY DAMAGES THE ELEVATOR’S BRAKING SYSTEM, CAUSING IT TO STRIKE THE LOWEST FLOOR WITH CRUSHING FORCE, AND POUNDING THE ASSASSIN DROID INTO THE BOTTOM OF THE SHAFT. ST8 IS MOMENTARILY SHAKEN BY THE ROUGH RIDE, BUT QUICKLY RECOVERS AND USES A PLUNDERED VIBROBLADE TO CUT OPEN THE FLOOR OF THE LIFT AND MAKE CERTAIN THE DROID IS FULLY DISABLED.

At the back of the room behind an open door in the corner is a 2 meter square open pit. This pit is the access to the maintenance level (Level 6). The pit is pitch black below. Moribat EXPLAINED PREVIOUSLY that this shaft leads to the maintenance level, where a geothermal energy plant and wastewater treatment facilities are. A taught cable is bolted to the ceiling above the shaft and drops down through the shaft center into the darkness. Access to the maintenance level is either by a lift which is currently at the bottom of the shaft, or by a maintenance ladder which protrudes from the side of the shaft.

QY’Rees is hanging by a cable tied around his wrists in the drop shaft that leads to the maintenance tunnels. The cable is thin and slippery. It will be a difficult ST roll to pull him up by the wire. If the ST roll fails, a character will need to make an easy DX roll to avoid falling in and a moderate ST roll to hold on to the cable. On a flub, the cable will start to slip from their grasp, If they fail a climbing/ jumping roll, they will take 2D cutting damage to their hands and they will hear a groan of pain below as the cable goes taught. If the CHs dropped QY’Rees he will have fresh blood on his wrists as he is pulled up and will not recover enough to speak until he is treated with a successful moderate first aid roll. QY’Rees will be a dead weight and not move while he is pulled to the edge of the floor. He will then lie still until shaken, and stir slowly.
ST8 FLUBS THE FIRST ATTEMPT TO BRING QY’REES UP. ON THE SECOND ATTEMPT WITH PYUL AND LEPA AS BACKUP THEY MANAGE TO BRING QY’REES TO THE TOP. ST8 EXAMINES AND TREATS QY’REES INJURIES AND NOTICES THE BLOODLESS, CLEAN, CAUTERIZED WOUNDS TO HIS SEVERED EYE STALKS. THE CHS DEDUCE THAT A LIGHTSABER WAS USED TO CUT OFF HIS EYES.

QY’Rees’ wrists are cut into by the wire. He has been tortured for the information leading to the ship. His right and left eyes are both amputated, leaving only his center eye and the stubs of his eyestalks. QY’Rees has electrical burn marks on his skin, and his fingers on his right hand are all cut off.

In a torn, raspy voice he will then say, “Has it been 10 hours already? I was having such a nice rest…”

How QY’Rees was abducted
After initially locating the ship, QY’Rees reported to Jukel that he had found it. He prepared an aircar with equipment & a minisub. He picked up his excavation team and began to head to the northern ice mass. On the way, he was interrupted & shot down. His team managed a soft landing but was captured. QY’Rees’ dig team surrendered, but were slaughtered when the Reaver captain announced that they only wanted QY’Rees. QY’Rees has been held & tortured for the location of the ship ever since, but will not reveal it at any cost.

QY’Rees’ right and left eyestalks are gone, leaving only his center eye. A close examination will show that THE WOUNDS TO HIS EYES WERE MADE BY AN EXTREMELY SHARP CUTTING TOOL, THERE IS NO BLOOD, THE WOUNDS ARE CAUTERIZED.”

QY’REES’ QUOTE
“I was resistant to their torture droid, so they tried less conventional methods. Their brute took my fingers each time the droid detected my lie. I became a better liar soon enough. After my first successful lie to the droid, Horux brought in a specialist. He was more difficult to fool, but…, but… I finally convinced him… after he took… he took… (the horror of the experience reflects in the tension of QY’Rees’ face and reflection of his remaining eye) …my second eye was only a punishment… for thinking I could fool them twice. They couldn’t tell that I had fooled them again…”

Level 6: Maintenance Level:
Maze of maintenance tunnels with wastewater plant and geothermal energy generator. Steam pipes. Low maintenance tunnels (4 feet high). One of the routes leads to a geothermal steam tunnel that exits the facility. To enter this tunnel requires shutting down all power in the facility. The steam tunnel wall will still be so hot it burns the skin. Padding exposed flesh with cloth will be sufficient to prevent burns.

FOLLOWING THE DEFEAT OF THE ASSASSIN DROID THE CHARACTERS, MORIBAT, AND HER PODLINGS DESCEND THROUGH THE ELEVATOR SHAFT, THROUGH THE DISABLED LIFT TO THE WINERY. THEY TAKE THE MAINTENANCE LIFT DOWN AND FIND THE EXIT VENT FOR THE GEOTHERMAL STEAM TUNNELS. SHUTTING DOWN THE GEOTHERMAL POWER, OUR RESCUERS ESCAPE WITH THEIR LIBERATED WARDS. THEY PROCEED DOWN THE MOUNTAIN TO THE BARN SWALLOW. LANDIS AND SELITH ARE WAITING FOR THEM AS THEY ARRIVE. JUKEL REACTS WITH SHOCK AND DISMAY AT THE SIGNS OF TORTURE ON HIS FRIEND, QY’REES. ONCE THERE, LEPA PILOTS THE SHIP DOWN THROUGH THE CANYON AND OUT TO SEA. QY’REES GIVES THEM THE COORDINATES TO THE SHIP. THE SESSION ENDS HERE.

END OF SESSION 3

Session 4

The Search for the Ship, Part 2

Game 2 Session 4 - Undersea view

 Episode 3.75.γ.4

The Search for the Ship, part 2

.

Following a raid to rescue the archaeologist QY’Rees
from the Reavers, the Barn Swallow furtively exits Moribat’s
Retreat through a narrow canyon. Our heroes daring initiative pays off.
Not only QY’Rees, but Moribat herself and her children are liberated from a dire fate.

.

Their audacity brings other rewards as well. Our heroes now
know the lost ship lays hidden beneath the North polar icecap,
but they must move quickly before Horux’s Reavers can react to QY’Rees’ escape.

.

Adding to the danger, only hours remain before the malignant
Subjugator returns, and the Reaver lord learns of the raid. And ST8’s
discovery of lightsaber wounds to QY’Rees’ severed eyes suggest an even more sinister force at work.

.

Time presses, but hope remains for their mission. Still, the stresses
of circumstance result in unexpected complications. Tense voices interrupt the
calm as an argument erupts in the ship commons…

.

 

Opening starfield pans down to the clouds above the planet Bethel. The Barn Swallow flies across the frame.

NOTES TO TELL THE PLAYERS.
At the start of the game the Barn Swallow is just exiting the canyon from Moribat’s Retreat.
QY’Rees has just given the coordinates of the ship to the CHs.
QY’Rees is resting in one of the bunks in the crew quarters, waiting for treatment. He is worn out after the climb down the mountain and in need of medical care. Jukel insists that ST8 check to see QY’Rees is in stable condition.
Moribat has plundered the ships stores to feed her exhausted podlings and puts them to bed in the passenger bunks. She retires to the lounge.
Satisfied that ST8 is tending QY’Rees properly, Jukel heads to the common.
ST8 is in the crew quarters tending QY’Rees. Lepa and Munchi are piloting the ship from the bridge. Pyul has not specified where she is, PYUL IS IN THE COMMON. Moribat and Jukel are in the common.
No decision has been made yet on the CHs next course of action.
The characters will have to decide how to get to the coordinates QY’Rees gave them.
Ask the characters what each of them are doing as the game starts.

NPC Motivations.
Moribat wants to contact the COMPNOR office to inform them of the pirate’s assault on her retreat. She feels the Imperials will swiftly deal with this pirate problem. “We must contact the COMPNOR office in Bethel City immediately. They can alert the planetary guard to minimize the damage these pirates are doing while Imperial reinforcements arrive to end their tyranny!”
Jukel strongly disagrees, not wanting the Imperials to confiscate the ship.
Landis and Selith want nothing to do with the proceedings.

The overheard argument between Moribat and Jukel proceeds as follows. Moribat is speaking calmly and reasonably. Jukel is frantic and exasperated. Moribats motivation is to protect her podlings and prevent the Reavers from causing further destruction. Jukel is agitated by QY’Rees’ injuries and determined to rescue the ship to honor his partner’s sacrifice. Jukel’s exclamations will sound frantic. Moribat’s exclamations will sound reasonable and persuasive. She only sounds frantic when she speaks about the deaths of her friends and endangerment of her podlings.

ARGUMENT SCRIPT:

Jukel: …you CAN’T call the COMPNOR office!

Moribat: What are you talking about? Those Reavers are a menace.

Jukel: The ship! They will take the ship!

Moribat: COMPNOR can bring in Imperial forces to protect the ship.

Jukel: No! No! I mean the Imperials will confiscate the ship!

Moribat: Well who better? YOU can’t protect it.

Jukel: The Imperials won’t respect the discovery! They have NO appreciation of ancient artifacts.

Moribat: Don’t be foolish! Palpatine is a scholar. His people will use the utmost care.

Jukel: Utmost care in confiscating the ship!

Moribat (voice raised slightly): How can you be so focused on that ancient hulk. People are dying! Those scum killed Byial, Kenim, Arro, Sepala! They threatened to kill my podlings! LOOK what they did to QY’Rees!

Jukel: QY’Rees suffered to protect the ship! He knows it’s value! He was willing to die to protect it from looting! We found that ship through a Jedi archive! Palpatine’s goons will erase it! They’ve done it before! On Ghutis they bombed a Jedi city from orbit! It was occupied by squatters, no Jedi, but they didn’t even give warning! On Wichor, they …

Moribat: Palpatine’s navy are not goons! You’ve been listening to those propagandists. Ghutis was occupied by a criminal syndicate. Pirates just like these Reavers. We need the Empire to deal with them!

PYUL INTERRUPTS THE CONVERSATION AT THIS POINT. THE REST OF THE DIALOGUE IS NOT HEARD BY THE CHARACTERS. THEY GET THE GIST FROM DIRECT CONVERSATION WITH JUKEL AND MORIBAT.

(footsteps to cabin, with a faint curse ‘Frac!’ in the background)
PYUL GETS JUKEL AWAY FROM THE ARGUMENT BY SUGGESTING THAT HE GO TAKE A LOOK AT QY’REES. JUKEL GOES TO CHECK WITH ST8, THEN HAS A CONVERSATION WITH LEPA AND MUNCHI ABOUT THEIR PROPER STRATEGY DEALING WITH MORIBAT.
THE CHS TRY TO CONVINCE MORIBAT TO NOT CALL THE COMPNOR OFFICE. MORIBAT BECOMES SUSPICIOUS OF THEIR RELUCTANCE. SHE DOES NOT UNDERSTAND WHY THEY ARE WILLING TO ENDANGER OTHER LIVES BY NOT CONTACTING THE PROPER AUTHORITIES. SHE ALSO DOES NOT AGREE THAT THE SHIP IS IMPORTANT ENOUGH TO RISK FURTHER LIVES. PYUL WISHES TO DRUG MORIBAT AND HER PODLINGS TO GET THEM OUT OF THE WAY. SHE TALKS TO ST8 ABOUT THIS OPTION. MUNCHI FAILS TO PERSUADE MORIBAT TO THEIR POINT OF VIEW THROUGH DECEPTION. ON LEPA’S SUGGESTION, THE CHARACTERS AGREE TO DROP MORIBAT AND HER PODLINGS OFF AT TEHM CITY TO ALLOW HER TO FIND A SAFE HAVEN. MORIBAT IS UPSET AT THE CHARACTER’S DUPLICITY AND STORMS AWAY TO THE COMMONS ONLY BARELY CONVINCED BY LEPA THAT THEY ARE SPEAKING THE TRUTH.
AFTER BEING DROPPED OFF AT TEHM PORT. MORIBAT CONTACTS THE PORT AUTHORITIES AND GIVES THEM THE INFORMATION ON THE PIRATE INVASION AT HER RETREAT. THE LOCAL POLICE CAPTAIN ASKS FOR A STATEMENT FROM THE PLAYERS. LEPA AND PYUL STATE THEY WERE ONLY ATTEMPTING TO FIND QY’REES ON BUSINESS. THE CAPTAIN ACCEPTS THEIR STORY WHOLE-HEARTEDLY AND LETS THEM GO ON. MUNCHI AND LEPA SPEND 500 CREDITS TO REFUEL THE BARN SWALLOW. THEY NOTICE THE BARN SWALLOW NEEDS SOME MAINTENANCE, BUT DECIDE TO PUT IT OFF UNTIL THEY HAVE MORE TIME.
LANDIS AND SELITH DISAPPEAR FROM THE PLOT AT THIS POINT. THE EXPLANATION IS THAT THEY LEFT AT THE SAME TIME AS MORIBAT, CONSIDERING THEIR MISSION COMPLETE.

Flight over to the ice caps
On the way to the crash site, if anyone is operating the sensors, a Moderate roll will alert them to the presence of two pirates ships near the edge of their passive scan. Depending on the CHs actions they may manage to avoid these ships, but a direct change of course will only bring the pirate ships in pursuit (easy prey they think).
WHILE THE OTHER CHARACTERS ARE SLEEPING, ST8 DETECTS TWO STARFIGHTERS APPROACHING THE BARN SWALLOW. ST8 ROUSES THE OTHERS IN TIME FOR THE BATTLE. THE ATTACKING SHIPS ARE A Z-95 AND A Y-WING. DURING THE DOGFIGHT, MUNCHI CONTROLS THE SHIELDS AND CONCUSSION MISSILES, LEPA PILOTS, PYUL FIRES THE TURRET LASERS, AND ST8 OPERATES THE SENSORS TO JAM TRANSMISSIONS. ST8’S ATTEMPTS TO JAM DON’T APPEAR TO STOP ANY COM TRAFFIC, BUT ALSO NO COM TRAFFIC IS AUDIBLE. DURING THE BATTLE, ST8 FLUBS AND FAILS TO JAM, BUT NOTICES THAT SOMEONE ELSE IS EMITTING A JAMMING SIGNAL. ST8 DEDUCES THAT AT LEAST ONE OF THE TWO ATTACKING SHIPS MUST BE JAMMING THE TRANSMISSIONS. MEANWHILE, THROUGH SPECTACULAR PILOTING, LEPA PREVENTS SERIOUS DAMAGE TO THE BARN SWALLOW. PYUL DESTROYS THE Z-95 WITH THE LASER CANNON. THEY DISCOVER THAT THE Y-WING HAS A CO-PILOT USING THE SHIP’S ION CANNON. DURING THE BATTLE MUNCHI DEFLECTS SEVERAL LASER SHOTS WITH THE SHIELDS AND PERFORMS THE FINAL KILL SHOT ON THE Y-WING FOLLOWING A COMPLEX CLIMB AND DIVE MANEUVER BY LEPA.
THE CHARACTER REALIZE THIS ATTACK WAS AN OPPORTUNISTIC PIRATE MANEUVER. THE PIRATES INTENT WAS TO JAM TRANSMISSIONS, FLY IN AND DISABLE AND LOOT THE SHIP, CALL IN BACKUP LATER TO COLLECT SURVIVORS TO SELL AS SLAVES.
THE CHARACTERS GO BACK TO SLEEP. ST8 MAINTAINS A MORE VIGILANT WATCH ON THE SENSORS. AFTER A FEW MORE UNEVENTFUL HOURS OF FLIGHT AT MODERATE ELEVATION, THEY ARRIVE AT THE CRASH SITE OF THE SHIP.
“We are here!” exclaims Jukel. They are surrounded by low hills of ice formed by the seasonally shifting ice cap. Jukel exits the speeder and moves with the transponder a few dozen meters away from the speeder. “Here it is!”, he exclaims.
Jukel will organize the characters to help with digging through the ice. He will demonstrate the digging tools.
THE CHARACTERS VIEW A TOPOGRAPHIC MAP OF THE SEA FLOOR BENEATH THEM. WHEN JUKEL FILTERS FOR IDINITE ORE A VAST FIELD OF IDINITE IS REVEALED, WITH CONCENTRATIONS FOCUSED ON A CRATER NEXT TO A CINDER CONE VOLCANO.
CHs are equipped with cumbersome spacesuits modified for underwater work. Each is also given a digging tool that look like a handvac. “Now this is your digging tool, be careful where you point it, on wide beam, it will scour away with a light dusting in a large area. Not any more painful than a stiff wind. However, on focus it can cut through rock.” (Jukel demonstrates by lightly dusting powder snow with the wide beam and then focusing the beam and blasting a hole in the ice. [looks like a blaster bolt hit it])
MUNCHI AND LEPA DO NOT WANT TO LEAVE THE BARN SWALLOW UNATTENDED. THE GM MENTIONS THAT THEY DID LEAVE THE SHIP UNATTENDED WHEN THEY INVADED MORIBAT’S RETREAT. LEPA IS OKAY WITH THE IDEA AFTERWARD. MUNCHI IS STILL RELUCTANT TO GO DOWN KILOMETERS UNDERWATER BELOW THE ICE. THE OTHER CHS BEGIN TO AGREE. THE GM HAS TO INTERFERE. THE GM SAYS EVERYONE WILL HAVE A LOT MORE FUN IF THEY SUSPEND DISBELIEF AND GO DOWN BELOW. EVERYONE AGREES. THE GM HAS JUKEL BURY THE BARN SWALLOW IN SNOW WITH A DIGGING TOOL TO ALLAY SOME OF THEIR FEARS.
The digging tool on the minisub must be used to bore through the ice. The ice here is 60 meters thick, and the minisub will slide down on its repulsorfield. The minisub repulsorfield is tuned to operate in water, and therefore has limited power in gaseous atmosphere. It can maintain only landspeeder style levitation in a gaseous environment at standard gravity.
THE POISON SEA: The ocean below the icecaps is extremely poisonous due to the algal blooms that have developed an extremely toxic biochemistry. Ispan style=”color: #ccffff;”f CHs are exposed to the water, then they will need to make a ST roll versus 1D strength poison per round to avoid damage.
“I HAVE TO WARN YOU, UNDER THE ICECAPS THIS SEA CONTAINS A POISONOUS BIOLOGY, BE VERY CAREFUL NOT TO ALLOW EXPOSURE TO YOURSELF”.
MUNCHI IS CONCERNED THAT THERE ARE PROBABLY LARGE MONSTERS DOWN BELOW THE ICE. JUKEL SAYS THAT FEW SPECIES CAN SURVIVE THE POISON SEA BIOLOGY, SO IT IS PROBABLY SAFE. MUNCHI IS UNHAPPY WITH THIS ADVICE. SHE DOESN’T FULLY TRUST IT, BUT DECIDES TO GO ALONG ANYWAY.

Descent to the crash site
POISONOUS ARCTIC ECOSYSTEM: Under the ice, the pink algae is a natural monoculture. It regenerates quickly and outcompetes all similar species. It has a strong ingestion poison that prevents large algivores from developing, only planctonic species are able to prey on this algae. A few other species are able to feed on the planctonic species that metabolize the poison, but these planctonics are highly poisonous themselves. Few predators can prey on these algivores, and they develop toxic bodies as well. Direct exposure to the algae requires a strength roll versus 4D poison at each contact. Direct exposure to the diffuse planctonic poison in the water requires only a 1D poison check.
Minisub details. This minisub is a six seated vehicle. The walls are covered with technical sensor and digging equipment. The seats have safety belts. The digging tools for the sub are located below the forward cabin. A transparisteel window in the forward cabin shows a forward view. Other view ports are on the port and starboard side. Access is through a small (1 meter) sub hatch is on the port side and has a hydro shield barrier that will hold water out of the sub while open.
The CHs descend below the ice. The descent is slow to deal with the change in pressure. The daylight filters away and the water turns from icy blue to deep blue to near black as they descend deeper into the sea. The sub’s sonar picks out the features on the ocean floor, 3000 meters deep. Adjacent to the slope of an underwater mountain lies the crash site. The idinite readings indicate the debris is stretched out over 6 km along the floor, culminating at the mountain. As the lights of the sub contact the ocean floor, they can see it is coated with faintly bioluminescent jelly-like layers of pinkish algae.
THE CHS DESCEND TO THE CRATER AND DIG THROUGH TO THE OLD HULL OF THE SHIP. THEY ACCIDENTALLY DIG RIGHT THROUGH THE 4 METER OUTER PLATING AND DISCOVER THERE IS NOTHING BUT THE SEA FLOOR ON THE OTHER SIDE. THEY INSPECT OTHER SITES IN THE CRATER BUT FIND NO OTHER INDICATION OF THE ACTUAL SHIP.
AS THE CHS ROUND THE CRATER IN THE MINISUB, ST8 DETECTS UNNATURALLY REGULAR RESONANCES FROM THE CINDER CONE VOLCANO NEXT TO THE CRATER. THE CHARACTERS DECIDE TO FINISH CIRCLING THE CRATER BEFORE RETURNING TO INSPECT THE CINDER CONE. WHILE THEY ARE CIRCLING PAST THE CONE, THEY ARE ATTACKED BY THE AMBUSH CREATURE.
Attack of the ambush creature. While working the debris field along the mountain, a large (50m long, 15m wide head) camoflauged (Stealth 5D) sea creature will strike at the minisub from an ambush cave in the mountainside. (If CHs PC roll detects the creature prior to the ambush, here is what to say, “THE MOUNTAIN APPEARS TO BE WATCHING YOU.” The creature will then attack the sub from it’s ambush.) It will make a 5D attack to grab the sub in it’s jaws. LEPA DODGES THIS VERY SUCCESSFULLY
Ambush creature stats: Speeder scale, ST 4D, Fins 3D, Bite 4D, Attack 5D, Move 10, DX 2D, PC 2D.
THE AMBUSH CREATURE NEVER GETS A CHANCE TO BITE THE SUB UNTIL IT IS TOO LATE. LEPA BACKS THE SUB SWIFTLY AWAY WHILE MUNCHI ATTEMPTS TO BLAST IT WITH THE DIGGING TOOL. THE DIGGING TOOL MISSES, UNTIL PYUL SUGGESTS THEY GO THROUGH THE CREATURE INSTEAD OF TRYING TO AVOID IT. LEPA ACCELERATES FORWARD INTO ITS MAW, AND MUNCHI FIRES THE DIGGER INTO ITS GUT, RIPPING THE CREATURE IN HALF AND POPPING THE SUB OUT MIDWAY THROUGH. THE CHS SOON SPOT THE HEXAGONAL CAVE WHERE THE CREATURE LAY IN AMBUSH.
Cave leads into a tunnel that leads up in a regular smooth passageway that moves to the upper left at a 25ºangle. The passage is encrusted by a compressed layer of algae. The passage comes to flat end. The algae can be removed with the digging tool, and reveal a rectangular door, also at a 25ºangle with a diagonal seal across the opening. A control panel below the door can be revealed that may activate the door. It will hum, whine, then some encrustation of the wall will break out with a clanking noise. Water is sucked into the new holes, pulling the CHs toward them. A moment later the doors will open to a clean chamber full of water with a similar door on the other side.
THE CHS PILOT THE MINISUB UP THROUGH THE DOUBLE AIRLOCK AND MUST EXIT AT THE FINAL DOOR THAT LEADS TO THE PASSAGEWAY. ALL CHARACTERS ENTER THE SHIP WEARING THEIR DIVE SUITS (-1D DX, +1D ENERGY AND PHYSICAL). THEY ANALYZE THE AIR WITH THE SUIT INSTRUMENTS AND DETECT IT IS BREATHABLE. PYUL DECIDES TO TAKE A CHANCE AND REMOVES HER CUMBERSOME SUIT.

Exploring the wreck
The door opens into a pitch black passageway that extends to the right and left at the same 25º (down left, up right). The passageway gently curves away from the party at a constant angle.
THE CHARACTERS DO NOT GET TO SEE ANY OF THE OUTER ROOMS IN THIS EPISODE. THEY PROCEED TO THE LEFT AND REACH THE FIRST RIGHT SIDE DOOR THAT LEADS INTO THE CENTRAL GARDEN. THEY OPEN THE DOOR AND SEE THE GARDEN AND WATERFALL. PYUL FEELS THAT THEY HAVE ARRIVED IN A BEAUTIFUL AND SAFE PLACE. THE OTHER CHS ARE MORE CAUTIOUS. AS A GROUP THEY DECIDE TO FOLLOW A PATH CARVED BY A STREAM TOWARDS THE CENTRAL WATERFALL.

SESSION 4 ENDS HERE

Session 5

The Garden Beneath the Ice, Part 1

Game 2 Session 5 - Garden under the Ice

Episode 3.75.γ.5

The Garden Beneath the Ice, part 1

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While searching an ancient crash site
in icy, poisonous water, deep beneath the arctic cap
of planet Bethel, our heroes make an astounding discovery.

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Entering a tunnel in the wall of an underwater mountain,
they find an active airlock. Within the passages of this unknown structure,
is a warm breathable atmosphere and, in the huge central chamber, a vibrant tropical ecosystem.

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Proceeding with caution, our heroes marvel at the strange
life forms around them. Insects, mammals, reptiles, amphibians, birds,
fish, and animate plants fly through the air, swim in the streams, and crawl through the vegetation.

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At the center of the domed garden, a 500 meter waterfall draws
our heroes forward. The spray from this giant falls pervades the air.
A cyclone of glowing points around the falls provides an eerie luminescence to the alien landscape.

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Watching the play of these strange lights inspires questions.
How does this garden thrive miles below the arctic ocean ice? Where did it come from?
And most important. Where are the gardeners?

THE CHARACTERS ENTER THE GARDEN AND MOVE TOWARDS THE WATERFALL WITH ITS GLOWING LIGHTS. AS THEY CLIMB A PILE OF ROOTS AND VINES TOWARDS THEIR GOAL, THEY UNWITTINGLY AWAKEN A DEADLY PREDATOR.

PYUL IS GRABBED BY THE TINY VINES FIRST. SHE FLUBS ON HER ATTEMPT TO ESCAPE AND SOON HAS ONE LEG AND ONE ARM TRAPPED BY THE VINES. ST8 ATTEMPTS TO HELP HER OUT OF THE VINES. PYUL NOTICES THE VINES ARE REACHING OUT AND GRABBING HER. LEPA AND MUNCHI SOON ARE STUCK IN THE VINES ALSO. PYUL FLUBS WHEN SHE ATTEMPTS TO CUT HERSELF OUT. THIS CAUSES THE VINE BEAST TO REACT AGGRESSIVELY, AND IN A CHAIN REACTION CAUSES THE UPSTREAM POND TO EMPTY OUT OVER THE CHARACTERS. THEY ALL LOSE THEIR BALANCE AS THE VINE BEAST TENTACLES BEGIN WAVING AND GRABBING AT THE CHARACTERS. TWO LARGE VINES GRAPPLE MUNCHI AND LEPA (LEPA FLUBS AND IS CAUGHT UPSIDE DOWN). PYUL CUTS HERSELF LOOSE. MUNCHI AND LEPA ARE HELD CAPTIVE BY THE STRANGLING VINES. 4 LARGE VINES AND 2 HUGE VINES ARE NOW ATTACKING.

SUDDENLY, CRASHING OUT FROM THE DENSE FOREST BRUSH, TWO STRANGE QUADRIPEDAL CREATURES RUN TOWARDS THE CHARACTERS.

THE CHARACTERS DECIDE THIS WOULD BE GOOD TIME TO GET OUT OF HERE. MUNCHI SPENDS A FORCE POINT TO FREE HERSELF, GRAB LEPA, AND SWING OFF OF THE PILE HOLDING ONTO ONE OF THE WHIPPING VINES. PYUL SPENDS A FORCE POINT TO ESCAPE BY RUNNING OVER THE ROILING SURFACE. ST8 IS CAPTURED BY A VINE. ST8 SHOUTS FOR THE OTHERS TO GET CLEAR.

AS THE OTHERS CLEAR THE PILE, ST8 DRAWS HIS VIBROBLADE, BUT FLUBS THE ROLL AND SEVERS HIS OWN INJURED ARM ALONG WITH SOME VINES. THE RELEASED VINE TOSSES ST8’S ARM AWAY. ST8 IS GRABBED BY TWO LARGE VINES THAT DAMAGE HIS ARM WHILE PULLING IT AWAY FROM HIS BODY.

LEPA NOTICED THAT A LARGE STUMP NEAR THE PILE REACTED WHEN ST8 CUT THE VINES.

ONE OF THE 4-LEGGED CREATURES RUNS AT PYUL, WAVING ITS TENTACLES. PYUL DODGES THE FIRST QUADRIPED, THE ATTEMPTED TO DODGE THE SECOND QUADRIPED, AND ESCAPES, EXCEPT FOR A SMALL SCRATCH ON HER CHEEK. ONE OF THE QUADRIPEDS LEAPS HIGH OVER THE VINES TOWARDS ST8.

MUNCHI MEANWHILE IS ATTACKED BY TWO OF THE QUADRIPEDS. SHE IS STRUCK BY A TENTACLE BUT ONLY LOSES SOME HAIRS IN A SMALL SCRATCH. ST8 IS LIKEWISE STROKED BY THE QUADRIPED AND SUFFERS NO SERIOUS DAMAGE, THE VINE HOLDING ST8 RELEASES HIM IMMEDIATELY.

ST8 IS GRABBED BY ANOTHER VINE. LEPA SHOOTS THE LARGE STUMP AND THE ENTIRE VINE PILE REACTS VIOLENTLY. THE STUMP OPENS LIKE A FLOWER, REVEALING HUGE TOOTHED JAWS. THE VINE HOLDING ST8 FLINGS HIM VIOLENTLY, HOWEVER WITH GREAT AGILITY ST8 CONTROLS THE DIRECTION OF HIS FALL AND MANAGES TO LAND IN A SOFT THICKET OFF THE PILE.

SIX NEW QUADRIPEDS ARRIVE AND TWO BEGIN PURSUING LEPA. LEPA DODGES THEIR TENTACLE STRIKES. PYUL NOTICES THAT THE QUADRIPEDS ARE NO LONGER ATTACKING HER OR MUNCHI. SEVERAL OF THE QUADRIPEDS ARE GATHERED AROUND THE MONSTROUS FLOWER FLAILING THEIR TENTACLES AT IT.

LEPA CONTINUES TO DODGE THE QUADRIPEDS. ONE OF THE CREATURES GRABS HIM FROM BEHIND, RESTRAINING HIM. LEPA CONSIDERS USING HIS HIBERNATION POWER, BUT REMEMBERS THAT IT IS DIFFICULT AND DANGEROUS TO EXIT THE TRANCE STATE. HE DECIDES TO RELAX. THE QUADRIPEDS WORK HIS HELMET OFF WITH THEIR TENTACLES, REACH THROUGH, TOUCH HIM, THEN SUDDENLY RELEASE HIM. THEY ALL GATHER AROUND THE FLOWER MONSTER, FLAILING THEIR TENTACLES, AND SOON THE VINE PILE BEGINS TO CALM DOWN.

THE CHARACTERS DECIDE TO EXPLORE FURTHER AROUND THE GARDEN. AS THEY SKIRT AROUND THE VINE PILE, THE DISCOVER THAT IT COMPLETELY SURROUNDS THE CENTRAL WATERFALL.

SUDDENLY, ABOVE THE VINE PILE, NEAR THE GLOWING WATERFALL, LEPA SEES A FIGURE THAT RESEMBLES SIGMUND. THE FIGURE TURNS TOWARD THE WATERFALL AND DISAPPEARS.

LEPA TELLS THE OTHERS WHAT HE SAW. PYUL DECIDES TO RISK APPROACHING THE VINES. AS SHE GETS CLOSER, SHE NOTICES THAT THE VINES APPROACH HER, BUT IMMEDIATELY TURN AWAY. THE GROUP DECIDES TO CLIMB THE VINES TO THE WATERFALL.

????MUNCHAKI STAYS BELOW, NOT WILLING TO RISK THE VINES FOR THE MOMENT???? (MAYREE GOES TO BED)

THE CHARACTERS REACH THE OPEN, GRASSY SPACE NEAR THE WATERFALL. ONCE THERE, THEY SEE NO SIGN OF LEPA’S MYSTERIOUS FIGURE. THEY DO SEE AN ANCIENT, OPEN HUSK OF A MONSTER FLOWER. THEY DECIDE TO INVESTIGATE THE WATERFALL AND ITS GLOWING LIGHTS. PYUL APPROACHES FIRST. SOME OF THE GLOWING INSECTS DETACH FROM THE MAIN GROUP AND FLY TOWARD PYUL AS SHE APPROACHES. THEY LAND ON HER AND DELIVER A PAINFUL STING. PYUL QUICKLY BACKS AWAY FROM THE LIGHTS AND WARNS THE OTHER CHARACTERS. ST8 DECIDES TO ATTEMPT APPROACHING THE WATERFALL. THE GLOWING INSECTS ATTACK HIM, BUT HE DISCOVERS HE IS IMMUNE TO THEIR POISONS. HOWEVER, THE CLOSER HE APPROACHES THE WATERFALL, THE MORE DENSELY THEY COVER HIS BODY, UNTIL HE CAN’T SEE. BEFORE HE LOSES HIS SENSE OF DIRECTION, ST8 MANAGES TO BACK OUT FROM THE GLOWING VORTEX.

THE CHARACTERS CIRCLE THE UPPER GREEN. SEEING NOTHING ELSE OF NOTE, THEY DECIDE TO INVESTIGATE THE ANCIENT, DECEASED HUSK OF THE MONSTER VINE FLOWER. AS THEY APPROACH IT, THE CHARACTERS CAN SEE THAT THE ANCIENT HUSK HAS BEEN HACKED AT BY SOME SHARP WEAPON BUT THE WOUNDS ARE SO OLD AND ERODED THAT IT IS UNCLEAR WHAT KIND OF TOOL WAS USED. THEY ALSO SEE THE GLINT OF MANY BRIGHTLY COLORED GEMS. LEPA STEPS FORWARD WITH INTEREST, THINKING OF POSSIBILITIES FOR HIS LIGHTSABER. HE GRABS A RED GEM. SUDDENLY HE SENSES A FLASH OF MEMORY FROM ANOTHER BEING IN ANOTHER LIFE. THE TEMPORARY FLASHBACK IS QUICKLY OVER, BUT LEPA RECALLS THAT THE MEMORY SHOWED HIM THE LIFE OF CREATURE THAT LIVED ABOARD THIS SHIP BEFORE IT CRASHED. TOUCHING ANOTHER GEM, LEPA EXPERIENCES ANOTHER FLASHBACK. PYUL TAKES ANOTHER GEM, BUT EXPERIENCES NO SIMILAR EFFECT. LEPA TRIES AGAIN AND EXPERIENCES YET ANOTHER LIFE ON BOARD THE ANCIENT SHIP. PYUL TRIES A FEW MORE TIMES, AND FINALLY EXPERIENCES THE FULL EFFECT OF A FLASHBACK. ST8 ATTEMPTS TO SENSE WHAT LEPA AND PYUL ARE SEEING, BUT IS UNABLE TO SENSE THE IMAGES. SOON LEPA AND PYUL ARE ABLE TO COMPREHEND THAT THE CREATURES WHO LIVED ON THIS SHIP PRIOR TO ITS CRASH WERE THE SAME SPECIES AS SIGMUND AND SPOKE A SIMILAR LANGUAGE. NOW THESE CREATURES ARE ALL DEAD. THE DYING REVWIENS WERE CONFIDENT THAT THE KEEPERS (THE QUADRIPEDAL TENTACLED BEINGS) WOULD REPAIR THE SHIP. LEPA REVIEWS THE REMAINDER OF THE MEMORIES. ALL THE GEMS EXCEPT FOR SOME ROUGH, WHITE CRYSTALS DELIVER A MEMORY IMAGE.

 

END OF SESSION 5

 Posted by at 8:29 am