Twosday CD 10-16. After sunset.
Aboard the Azure Duster in Unsien Mos’ quarters.
Break Out has been sleeping through a delirium. He recalls Wrasp half carrying him out of the Bothan Restaurant after he tried drinking the local drink Blood Wine.
While waiting he remembers a Weequay’s offering to kill him and Wrasp negotiating for his life.
In response to the threat to his life, Unsien tried to raise the shields in his X-Wing but couldn’t find the switch because he wasn’t in his fighter.
Later Fox freaking out over his condition. “He did what?”
But now the fever dream is breaking . . .
Wrasp and Razor.
After a busy and mostly successful day, Wrasp, Razor, and Mako (Razor’s girl friend) return to the Azure Duster.
Celeste is down in the cargo bay with her astromech, Hunter, working on a routine maintenance issue, in the empty cargo hold. She seems in positive spirits and mentions that most of the crew are up in the galley winding down after a long day.
In the galley, Wrasp finds most of the crew, mostly in good spirits, wrapping up a later dinner.
Dria, one of the Woostoid stowaways, is sitting among the crew and seems to be in a good mood. However, both Wrasp and Razor notice that the young woman is sporting more severe bruises on her face and has a new bandage on her forehead and a new splint on her left arm.
Wrasp asks Dria about her new injuries and want’s to know if she “fell down a flight of stairs” while talking with her brother.
Dria frankly admits that her discussion with Dorn became quite physical, especially after she admitted that she intended to join the Rebel Alliance. Dorn still wants to turn in the crew to the Empire for a reward!
Celeste broke up the fight and transferred Dria to a new guest room. According to Dria, Dorn is still being detained and is probably sedated.
Wrasp comments that the two siblings have a bizarre relationship and Pooga is a bit besides himself on how to handle Dria’s brother.
Dria admits that she still loves her brother and would prefer that Pooga “take care” of Dorn in whatever manner he feels is appropriate, but she’d rather not be told by the Captain what measures those are.
While Pa Pooga wants to explore this topic further, Dria is uncomfortable and would rather that Wrasp “just take care of her brother” and leave her ignorant of Dorn’s ultimate fate.
Wrasp wraps up the discussion by letting the Woostoid woman know that he intends to keep Dorn alive and will turn him over to Wrasp’s superiors.
Razor’s communicator chimes and the call ID indicates that it’s a call from his friend Tave (the poor kid who works as a mechanic at the starport).
When Razor acknowledges the call, Tave apologizes and indicates that he’s running late at work and will be delayed in meeting up as the two had planned.
Josus/Cree replies that they had no such plans.
Tave continues, ignoring Josus rebuttal, to indicate that his boss handed him an opportunity to earn some OT by installing a locking clamp onto a Gozanti CROC named the Azure Duster that has a pending impound order on it.
Razor’s Player: “Wait, isn’t the Azure Duster our ship?
Both other Players simultaneously: “YES!!!!”
Teve continues the call.
The good news is that installing the locking clamp wont take too long and he’s willing to have Cree and his friends meet up at his place in thirty minutes. They can then head out as previously planned.
Razor hastily closes the call and terminates the connection to inform Wrasp of the pending problem!
Wrasp demands that Josus call him back immediately to get more information!
Tave answers immediately.
He has a lot of additional information too!
But first, Razor asks his friend if this channel is “secure.”
Tave makes it obvious that no, it’s not!
When Razor implores his friend to call him back on a secure communicator, Tave reminds Razor that he left his “secure communicator” in his other suit, no wait! He doesn’t have one of those! If Razor want’s to have a “secure conversation” he can feel free to meet up in thirty minutes.
On the question of who is driving the impound on the Azure Duster is that it’s an Imperial Impound.
A third destroyer had recently arrived into the system and the VSD Malady is ‘in charge’ of the order.
Break Out’s player’s reaction: “Malady? That name sounds familiar . . .” (and not in a good way).
Launching the Azure Duster is probably a bad idea. Odds are very good that the Empire is monitoring the Azure Duster right now and probably has assets inbound and en-route!
Razor to Tave: “So you’re saying that we have about thirty minutes. Right?
Tave: “No, I’ll be off the clock and back home in thirty minutes. you have a lot less time than that!
Tave repeats his invitation to meet up in a half hour.
Wrasp’s player: “This guy could literally be calling us from outside the ship right now!” (while installing the locking clamp).
They wrap up the conversation.
What next Commander?
Wrasp turns to Cop and asks her who’s monitoring the communications station and she informs him that Tusk (the Iktotchi gunner) is on the comms.
Wrasp asks Cop to have Tusk request clearance for immediate take off.
Cop (aka “Ghost”): “Are you sure, Captain?!?!?”
Wrasp asserts his request, however, Ghost leaves the galley and heads to the bridge.
On the way back from the bridge, Ghost pauses at cabin seven and pounds on the door loudly and tells Devo and Aliz to “Get Dressed! Now!” This injunction awakens Break Out, who rises from his slumber and wanders into the galley to see what all this excitement is about.
Ghost, reports to Wrasp that they have clearance to take off in one hour.
Wrasp correctly presumes that they won’t be free to do so if they wait that long!
With his worst fears confirmed, Wrasp orders that the crew abandon the Azure Duster. Wrasp calls on Celeste to take charge of the crew in general and to see to their safety. Meanwhile, he, Razor, Break Out, and Mako will rendezvous with Tave.
When Wrasp and his team disembark from the Azure Duster in the team’s aircar they indeed find Tave installing a locking clamp onto the forward landing strut.
They wave to Tave and stop by to talk briefly.
Wrasp is interested in seeing how easy it would be to either not ‘lock’ the clamp in place and failing that how easy would it be to unofficially have the clamp ‘unlocked’ later.
In short ‘bypassing’ the clamp isn’t the real problem. That’s easy enough to bypass (in the future). There are far bigger complications to deal with, so there’s no need to worry about the locking clamp.
Tave reminds the four that they probably don’t have all that much time (while the rest of the crew is disembarking the ship and scattering) and he’ll be happy to catch up with them later at his house.
Later at Tave’s
The four hang out for a couple of minutes before Tave arrives home at the end of his shift.
Tave’s condo isn’t all that big, but he thinks that he may be able to call Syd. Syd may be able to help with some temporary housing. After all there aren’t a whole lot of Bothan’s on Wrasp’s crew and some of them are bound to stand out a bit.
Rejecting the offer, the trio decide what to do next. Since their plan takes them in opposing Josus’ uncle/father-in-law Morac Laorl, and since they now know where he’s living (in part thanks to Mako) they hop into their aircar and head to downtown Drev’starn.
But how to gain entry into the secured apartment building?
Why not take the same approach they did earlier yesterday! (Yes it’s now very a.m. Threesday CD 10-17).
But as it’s very a.m. the apartment isn’t accepting deliveries and so the loading bays are closed.
Wrasp (undaunted) has an idea! He calls Morac’s Security Detail Chief (the same who has armed all of his men with disintegrator pistols on the off chance that they’ll get to fight Wrasp’s team and offered to accept Unsien Mos as a ‘fair exchange’ for the disintegration of one of his team members as proper recompense for that Weequay’s death . . .) and asks him to open the doors and ‘look the other way’ so that Wrasp’s team can access the apartments . . .
GM’s sarcastic note: Brilliant plan.
Wrasp promises to pay the Chief one million credits!
But the chief points out that Wrasp’s million credits have just been impounded by the Empire so how is he going to make that payment?
But other than that? Sure! No problem! The Chief will be right down to help Wrasp and his friends into the building.
About five minutes later.
The crew pick up the social cues and decide to hide in the bushes in case the Chief isn’t there to help.
Turns out that the chief wasn’t here to roll out the red carpet.
He’s brought a contingent of his security team.
Break Out uses a force power illusion to create an image of Josus Laorl (pre fur dye) in the open in front of the loading bay door.
The security team, upon seeing Josus’ image, open fire upon Josus.
Break Out has the image flee the area and a dozen of the Weequay mercenaries take chase.
With the guards distracted, Wrasps’ team extricate themselves from the shrubbery and race to enter the now opened loading bay!
But not all of the Weequay Mercenaries took chase.
The commander and almost a dozen of his troops are still inside the loading bay.
Before shooting can break out, Wrasp uses the Force to mind control the Chief (and as many of his troops as possible) into letting them simply pass.
Wrasp is able to charm the chief guard and all but four of the mercenaries.
While the mercenary Commander doesn’t order his troops to open up fire immediately and doesn’t ultimately stand down, Wrasp is able to talk the mercs down.
This causes some confusion among the troops as they ultimately start to withdraw from the loading bay, as four of them are not affected by the Force, but the others seem willing to abandon their duty to defend their client.
Wrasp, Razor, Break Out, and Mako slip past the mercenaries in their state of confusion and proceed up to the top floor.
When asked, Mako points out that Morac’s living quarters are on the top floor (Floor 47) and the group head there first.
There are two Weequay Mercenaries waiting for them, who open fire immediately!
Fortunately, Wrasp, Break Out, and Razor are not unprepared, and they down the two Merc’s with little effort.
However, they can’t bypass the security door to get past the back storage room! Mako’s pass-code has been shut down and neither Slider nor Wrasp can bypass the electronics.
And the elevator behind them is now descending . . .
Time to find another way in!
Wrasp pulls out his lightsaber and proposes to cut through a side wall.
Mako points out that Morac’s private room is immediately to the right, but to cut within 10 feet of the apartment and no further back! (Further back, Mako points out when asked by Wrasp, is open air).
Within two minutes, Wrasp wrestles and creates a hole that the four can use to access the massive and spacious bed room.
The lights are off, but Morac’s bedding is empty. Warm but empty.
Razor and Mako begin a search and make their way through the walk in closets and master bath that ring the outside of the top floor.
Meanwhile, Wrasp and Break Out discover four Weequay Mercs as they enter the living room that adjoins the master bedroom(s).
The last room in the master suite is a second master bedroom and the bedding there is occupied! With a cursory examination, Razor discovers that this is his mother, sleeping peacefully in her bed.
Wanting to detain her, Josus pulls out his blaster, sets it to stun and blasts his sleeping mother! (Much to the shock and chagrin of Mako).
With the signal given, Wrasp and Break Out come out of the other Master Suite and catch the guards by surprise and gun them down before they can get to Josus and Mako.
Josus hands Mako a pair of binders and tasks Mako with preparing Mari for capture and exfil. Josus explains to Mako that once they track down Morac, he want’s to take both Mari and Morac away as prisoners.
They leave Mako to tend to Mari while Wrasp, Razor, and Break Out continue to search for Josus’ Uncle/Step Father.
From the living room, the three exit into the front lobby, which is a long hall running almost the length of the whole floor. The room is in low light and along the edges of the hall are several of Morac’s hunting trophies, including fully stuffed animals.
As the trio make their way down the hall, two Mercs jump out from the elevator banks (off to the left toward the end of the hall) and, using cover try to ambush the three!
A short but pitched battle ensues with Break Out and Wrasp shooting from the back of the group and they take cover among the various taxidermy animals. These two provide cover fire, while Razor races forward to charge the two Mercs, hiding in the elevator well.
However, Razor avoids a face full of blaster and dives behind a polar bear while the other Merc tosses a grenade at Razors FEET!
In desperation, Razor tears the bear off of the wall mountings and tosses it onto the grenade.
Wrasp and Break Out pounce and take out the two mercs.
With the dust settling and the smoke still floating in the air, the three try to decide where to go next.
At the end of the lobby is a massive huge decorative door and off to the left side are the public elevators and a smaller more discrete door leading back toward the freight elevator that they rode up in.
The group opt to check out the massive doors which lead to a massive dining room.
Finding no resistance there, they proceed through the dining room, through the Butler’s Pantry and into a massive industrial kitchen.
There is a stairwell in the kitchen which leads to the lower floors and the trio decide to descend to the 46th floor. (The stairs do continue to descend further).
They exit into a dining facility, a combination kitchen/cafeteria.
They have a door that leads to what was the Dining area and that room is a cubicle farm for Morac’s local administrators.
The other door leads to the public elevator banks for the 46th floor and the trio take out the two mercs guarding that entrance with casual ease.
The next ‘room’ is a set of six private offices that are enclosed without other exits. Five of the rooms are typically outfitted and obviously occupied during the day, but the back left room is empty (except for the basic office furnishings).
There is a big blank area, but the furthest room turns out to be a board meeting room with Morac’s private office located to the rear.
While Break Out and Razor work to hack the computer terminal at Morac’s desk, Wrasp wanders back to the two dead Mercenaries at the elevator suite and appropriates one of the Merc communicators.
Frustrated at Morac’s disappearance, Wrasp calls onto the Merc’s comms to goad a response. He finds that the Commander is on the line and the two exchange barbs.
Wrasp demands to know where Morac has disappeared to and the security chief indicates that he’ll be happy to let Wrasp know if Wrasp reveals his current location.
Wrasp does not relent.
The Security Chief, not knowing which direction to point Wrasp at and to direct the Kel-Dor toward the fleeing figure of Morac’s aircar, isn’t able to answer Wrasp’s demand. Plus, the Chief obviously want’s to know where to send the bulk of his security team.
However the Chief points out that he doesn’t need to take any action against Wrasps’ team as the Empire is responding. The Chief just needs to bide his time.
Wrasp gives up on that conversation and joins Break Out and Razor. It’s taken some time, but the two have bypassed Morac’s security and have access to the files. The same files that the team stole! And Morac recovered. And based on the volume of data it would appear that the data storage is very local.
There are two locked doors in Morac’s office and the team proceeds to slice the two doors. Meanwhile Break Out wanders into the Offices to snoop around and do some more digging. He finds that the empty office has a secret door panel in the back and on the other side fo that door is a server room! With much excitement Break Out informs his buddies of his find, just as they bypass the vault door to Morac’s vault. Filled with crates of credits and other precious tangible commodities. (Yes. Gold too).
The “dead space” between Morac’s office and the rest of the floor are the vault and the server room. From the inside, Break Out is able to open that locked door effortlessly.
Wrasp calls up the Security Chief and informs him that he has money now! Enthusiastically, Wrasp informs the Chief that he’ll allow the Chief all of the money in the vault if he reveals Morac’s location!
The Chief chuckles and retorts, “Ah, you’re in the vault now. Excellent. Well, it wont be long now.”
With all the money in the world and no way to carry it, the team decides to proceed with their search.
As they exit Morac’s office an Imperial Shuttle swoops up to the building and heads to the roof.
So by the time the heroes get to the kitchen to descend to the last level of Morac’s apartments there is a team of three Inquisitors waiting for them.
There are some Stormtroopers who are filling into the Dining Facility and its obvious that there’s a line cued up in the stairwell.
But as principle guards, two Mandelorians flank the Inquisitors.
The three Inquisitors are one Human Female wearing gray Jedi style robes. They’ve seen her before and had a glancing view of her in Kinyen. Up close her yellowed eyes are darkly shadowed with very dark gray eye shadow which contrasts her sickly pallid complexion.
The second Inquisitor is a burly Pau’an male swathed in black Jedi robes and he stands off and behind the grey woman’s left.
The third is a female Selonian, similarly attired as her Pau’an companion.
All are armed with light sabers at the ready and by way on introduction to Wrasp, Break Out, and Razor they ignite their red bladed weapons.
The Selonian woman speaks first addressing Break Out, “I see that you survived your little swim. So good to catch up to you again.”
The Grey Human asks the three to surrender to the Emperor. He’s interested in them joining his cause and with their skills they will be a most useful addition to the Empire.
The Pau’an male, adds that he hopes the three will resist!
Wrasp replies that the three have no interest in surrender.
The Grey woman asks, “Felicity, are you ready?”
“I’m waiting for you,” Felicity purrs.
Epic Battle. Cue “Duel of the Fates” music!
Roll for Initiative.
Delta, the Pau’an Inquisitor, disappears from view as he leaps to the side!
Break Out, with a score to settle, fires upon Felicity while Wrasp shoots at one of the Mandos with his Disintegrator Pistol (to little effect).
The other Mando rushes forward with a Blaster Carbine, that has a scatter shot attachment and his blast hits all three of our heros!
Time to change focus! That Mando has to go down. NOW!
Wrasp switches to his Lightsaber and closes to the Mando, but that Mandelorian steel is resistant to the lightsaber.
Razor and Break Out help finish off that Warrior before he can get another effective shot off like that!
And then the Gray Woman surprises them and unleashes bolts of purple lightning from her fingertips, mostly directed at Break Out then Wrasp!
Wrasp is also able to coordinate his team’s efforts as he and Razor take out a couple of storm troopers and the other Mandelorian before they can be cut down by blaster fire.
But in short order Break Out is able to overwhelm Felicity and she goes down to his ranged blaster attacks. (Break Out brought his trusty E-11 and made short work of the Selonian woman). And it’s a good thing too! She was concealing Delta and well as messing with Wrasp’s force powers, causing him to strain while using the Force!
Delta emerges from his Force induced concealment and engages in a lightsaber duel with Wrasp. Loudly the Pau’an declares that the Kel-Dor is his opponent and orders no other to engage!
Stormtroopers continue to enter the room, one at a time and Break Out eventually falls to the barrage of E-11 blaster fire from his opponents.
The Gray Woman directs her ire (and force lightning) at Razor but once Josus falls in combat She watches as Delta and Wrasp continue their lightsaber duel.
Both seem evenly matched and neither are able to inflict anything but the most glancing of blows.
Worse, the Pau’an is wearing a especially resistant armor. It’s almost as if it’s just as resistant to lightsabers as the Mandelorian armor! (Well because it is, actually).
Delta is relying on brute strength to wear down his Kel-Dor opponent, while Wrasp is working on finding a critical error in his opponent’s defenses and is trying to wound and incapacitate his foe.
But the Pau’an Inquisitor overestimates his chances. His wounds become incapacitating and Delta finds that his wounds keep him from attacking the Kel-Dor!
Defeated by his opponent, the Pau’an stumbles and races toward the stairwell, hoping to find refuge behind the Grey Inquisitress and shelter with the waiting Stormtroopers in the stairwell.
But Wrasp isn’t done with his opponent yet!
The Kel-Dor force leaps over the Grey Woman and with a final slash of his lightsaber, he kills Delta.
In response, the Grey Woman retreats from Wrasp, deeper into the kitchen and tries to blast the Kel-Dor with lightning! But the Dark Side fails her in he time of need and helpless, she lowers her lightsaber and shuts it off! She quietly indicates that she has no interest in a fight and offers surrender.
But Wrasp is in little better shape. He lets the woman go and she signals for her troopers to fall back as she retreats toward the public elevators.
Though technically a draw, Wrasp’s friends can recover and fight another day. He may hold the ground for now, but not for long. It would just be a matter of time before the Gray Woman rallies another team.
It’s time to go!
GM Note. And that concludes this Star Wars RPG. This was the last scheduled session. Sadly the players aren’t able to continue participating and so this concludes this role playing campaign.