Echoes of the Force

Season 2, Episode 13
Welcome to Paradise, part 2

With the rest of the party arriving on Jabiim in a salved husk of a Gymsnor freighter, Arend lays out his plan. The party is to secure entry into the upcoming gala by winning a local race, and then drive up the bidding on the corusca crystal. Then, after the bidding ends, they are to funnel the funds into a secure account, steal the crystal, and get away without being caught. Easy. The party is confident at first, but after scoping out the museum where the gala, and the gem, will be held, they realize that this sort of subtle theft is outside the scope of their usual operations. They hire a local slicer to dig up information on the different bidders, and attempt to sneak into the government buildings for an encryption sample needed to make a computer spike. While Engine Weasel manage to break into the building quickly enough, they and Swayze quickly run into security droids inside. As the night goes loud, the party takes down the droids quickly, and they lift the samples, and an ID printer as misdirection, before the authorities arrive on the scene.

Hopefully the real heist will go better.

XP: +10 (325)
Credits: -X

Season 2, Episode 12
Welcome to Paradise, part 1

Traveling ahead of the others, Swayze, Tiol and the doctor take the Gibbed Moon and head… in the rough direction of civilization. They end up at the smuggler haven of Junkfort station, and while they look for work and try to work out their next plan at the local cantina, they are approached by a droid claiming to represent a “Lord Dorne”, an intimidating Herglic crimelord. He gives them a job as a trial of their abilities; They are to assist his agent on Jabiim in heisting a rare Corusca crystal.

On Jabiim, they make contact with Aris Shen, the daughter of Arend Shen. She isn’t able to talk about the job at the time, due to her husband’s men keeping an eye on her, but Swayze and Windham discretely shake the tail and Aris takes them to meet her father to plan the heist.

XP: +5 (315)

Season 2, Episode 11
At the world of a thousand moons, or, Murder bot looses an arm to a plant

The group manages to limp to the fringe world of Millius Prime. The world is sparsely populated, but they find the locals willing to help. Unfortunately, being barely colonized, they find that the moon doesn’t have the supplies necessary to repair the Karma. To make matters worse, when attempting to gather supplies, the cat gets loose and chases after on of the local flying creatures. Guided by Iris, a local orphan, they attempt to track the wayward feline, only to be attacked by some of the local vegetation. In the ensuing battle, Murderbot gets an arm severed by the plant monster… and later retrieves it and uses it to bait back their cat. Morbid.

XP: +10 (310)

Season 2, Episode 10
Junkyard throwdown, part II

Flanked by the Karma, the Blockade Bandit took off from Scrapheap point, scattering junk as it pulled it’s aging hull from the mounds of debris. Two squadrons of TIE fighters, who had been providing air support to the ground battle, closed on the rebel ships, attempting to stop them before they could make orbit. Although the doctor was the quickest to the fight, Siol scored the first kill shot, completely vaporizing a TIE fighter with the corvette’s large turbo laser turret. Others quickly followed, though the weapon fire wrecked havok with the corvette’s sensitive power systems. And though the TIEs were falling fast, there was still enough of them that the Karma took more than a few bumps from the skilled Imperial pilots.

The last of the TIEs went down as the two ships broke atmosphere, and entered within firing range of the two patrol ships that had formed a blockade. The Karma pulled ahead to get the enemy ships within range of it’s smaller guns, and the doctor moved to Varan’s Z-95 to take advantage of it’s torpedo launchers. Despite the effort to concentrate their fire, the Karma and the Bandit were unable to take either of the ships down cleanly. The Bandit started to struggle against the limits of it’s systems, and Siol gave up on firing his turret in order to perform damage control on the electronics. The Karma was overwhelmed by the Imperial firepower and was set adrift. While the doc continued the torpedo barrage, Swayze retrieved the ship’s AI core, and attempted to get the ship’s cat onto the Gibbed Moon.

In the end, both of the patrol craft were taken out. The Bandit made it to the hyperspace point without being too damaged, though Siol was busy putting out fires, both literal and metaphorical, the entire trip to Iso-One. The Karma also managed to limp into hyperspace, due to a last ditch effort by Swayze and Doc to restore some life to the crippled ship.

XP: +10 (300)
Credits: 6,000 each

Season 2, Episode 9
Junkyard throwdown, part I

With the time passing slowly on Raxus Prime, the crew of the Karma decides to check out a passing Jawa trade caravan. They proceed to one of Is Tech’s shrouded alcoves, where they find a small, roughly wagon sized, barge parked next to a half dozen Jawas of various sizes. After some confusion over if they were on the barge or not, Swayze decides to check out one of the suspiciously quiet Jawas.

As he bumps into one of the Jawas to get a closer look, the leader pulls a weapon, and is revealed to be familiar Sullustian ganger. A short combat ensues. Siol draws the brunt of the attack, falling back with blaster wounds; Murderbot is hit a few times, but barely notices.

With wounded, they fall back to IsoTech’s medical facilities. Signs of battle are evident across the compound, with IsoTech’s reception facility fallen to enemy hands, and fierce fighting at the residence facility, and at the Karma. At the medical facility though they find Reom, their missing employer. He reveals (after negotiating their pay) that he was injured in a Yiyar clan attack while he was The Wheel, and had been recovering here.

XP: +15 (290)

Season 2, Episode 8
Killing time; Also, droids

With their employer still yet to arrive, the crew is given a shopping list by the engine weasel. While half the crew votes to go raid an Imperial Outpost, Siol vetos the idea, and instead locates the ruins of a Confederate frigate. The junk ruins are found to be much easier to navigate in a slow land speeder, though the canyon walls themselves are still a challenge. After finding the “natural” handholds too frail for his liking, Coregold shows off his brute strength by carving now ones with his fists, as he free climbs the cliff. With an ally above, and a rope secured, the rest make it up without difficulty.

The frigate itself is a dusty derelect, with no power. Coregold, with his fancy new multi spectrum sight has no trouble, but the rest wish they had more than one flashlight between them. Siol and Coregold, using their mechanical expertise, quickly realize they don’t know the front from the back of a Confederate frigate. Their errant trek to find the main battery controls, instead find the Captain’s quarters. Hoping to find a map, they instead find a safe, and a bottle of wine. A great find, though they realize after some pondering, that they have neither the tools nor expertise to open it. Falling back to the classics, Coregold (with the doctor’s help) rips the safe from the wall.

With the newly made hole in the wall, the party quickly discovers what that skittering sound they’d been hearing from the vents was: Buzzdroids. Coregold quickly realizes how dangerous the things can be, as one of the drills pierces straight through his armor. Coregold fights the droids with hand and fist, while Siol and Varan pick the droids off one by one with blasters. Doc on the other hand, decides the best course of action is to call upon the force to keep a pair of droids suspended in the air at a time, where they can’t hurt anyone. After the droids are quickly dispatched before they can do too much harm, Doc blames the floating droids on a gravity malfunction. No one buys it, and Varan, with dripping and bitter sarcasm, agrees that yes, there must be a problem with the planet and it’s gravity.

After dropping off the safe and their wine outside the ship, the search for the gunnery controls continues. The next obstacle they encounter was a simple hole through three decks of the ship, gaining a bitter reaction from Coregold. However, with his secret out in the open, Doc calls upon the force to quickly move the party across the pit, and turning it into a non-issue. The real issue it turns out would be the pair of droideka down the hall on the other side. Doc smashes the droids into the walls, and Coregold charges in to slash one of the droids before they can get their shields up. Siol sadly finds that his blaster is less than useful against their thick armor, though through precision and having spent a small fortune on pistols, Varan finds less issue. The destroyer droids don’t last long under the combined onslaught, including a timely shot from Swayze, as he rejoins the party.

XP: +10 (275)

Season 2, Episode 7
Lost in the shuffle

Whoops, lost track of which session ended where.

XP: +15 (265)

Season 2, Episode 6.5


Met with survivors, and helped them prepare for inevitable Imperial presence. Swayze and Varan MIRACULOUSLY took down an Imperial Customs Patrol ship on their own, and the combined group fended off the remaining imperial ground troops at the gate.

Oh, and Engine Weasel collected many forks. For grenades.

+10 XP (250 XP)

4 torpedos
2,000 worth of fuel

Season 2, Episode 6
Planet of the Cats

+25 XP (240)

Season 2, Episode 5
The wheel turns

Having some formal training under their belts, and with their newly repaired ship returned to them, the crew heads out to the far ends of the outer rim to follow up on a business call. A twi’lek named Reom, and old associate of Malakai, has called in his debt. He recently recieved word of the fate of an old CIS frigate turned treasure ship, and he needs a skilled crew to investigate. Lured by promises of treasure and exotic locals, they quickly agree to help. Things quickly get started on the wrong foot, with some rival Rodians attempting to steal the protocol droid that Reom sent to assist. The robbery quickly turns into a shoot out, and though they recover the droid, the crew with trouble with station security. With their mission delayed several days, and having to have paid a large fine, they set out only to find they’re being tracked.

Expecting more trouble from the Rodians, the crew jumps out of hyperspace early to ambush their pursuers, only to find that the Imperials are hunting them as well. With the Imperial scout ship destroyed, they continue on to the feral planet of Cholganna…

XP: +15 (215)
Credits: -10,000 (Damages)


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