Star Wars - The Enemy of my Enemy

Session 5 - Escape from the Valiant

In the Hand of the Empire


As our heroes disembark from the Imperial troop transport onto the hangar deck of the Valiant, ‘kindly’ escorted by squads of Stormtroopers, they hear the roar of Wookies.

In the further part of the hangar, a band of Wookies, including a little cub, are being escorted into the dark insides of the Imperial capital ship – Frobacca roars back but his rage must be contained, he knows he cannot fight so many troopers.

The party is escorted to their quarters, individual cells, spartan but clean. They are fed, and provided time to rest and recuperate, including medical services, but they are constraint to their quarters for nearly 4 days. During that time, they can feel the the Valiant jump into hyperspace, and out… where may they be orbiting now?

A Revealing Dinner

On the evening of the 4th day, Wes, Leon and Vurt are ‘invited’ to dine with Marek. Entering the spartan dining room, a breathtaking view welcome them. Through the tranparisteel window can be seen a frozen world of snow and ice, with its blue hue of an atmosphere. A transport ship is be seen leaving the Valiant for the ice world.


Wes, Leon and Vurt are wary of this dinner, and wonder where their companions are. Marek quickly let it drop, Jeek’Tal and Frobacca are still detained, surely “creatures such as themselves are not leading this group – only you could do so"…

Marek is actually impressed how the party dealt with the Hutt and the Imperial renegades. He goes on explaining how the Stim Soldiers were draftees into a special program to create Super Soldiers. To capture them was not the goal of Marek’s mission, nor was the Hutt, but they both certainly were the icing on the cake. The primary goal was to uncover the corruption rampant within the Imperial Navy, and make an example of corrupted soldiers dealing in spice and with criminals such as the Hutts.

Marek continues that he could use more men such as our heroes. He is in need of a quick reaction team that would operate within the boundary of the law, but independently of the usual Imperial bureaucracy, a team that could inflitrate the underworld. His current pressing need is to infiltrate an Imperial frigate whose officers and troops have seceded and fled in wild space.

Wes’s rage boils inside of him. He barely can contain himself and not jump to the throat of the ISB soldier, but can’t hide his distaste for the methods. The mean may have been achieved, and the goal of getting rid of corruption ring a chord with the marshall… but the methods are certainly not honorable from a member of the law. Wes feel used and violated. Leon and Vurt however calm the situation, and politely enquire as to the fine points of the deal, if deal there was. They are worried, but understand time need to be gained.

Imperial Hypocrisie

Meanwhile. that same evening, Jeek’Tal and Frobacca are being escorted toward another part of the ship. They arrive at a medical facility, where other aliens are gathered, notably the Wookies. All are in line, and an Imperial doctor is injecting every one of them. Those who protest are being forced by Troopers.


The trooper states that the injection are the the aliens own good, to resist the rigor of the ice world where they are sent. Sent to do what? The Empire has banned slavery, yet it is injecting those aliens and sending them to ‘work’ on the ice world?

When Jeek’Tal and Frobacca turns come to be injected, an ensign arrives running and stop the doctor – “Marek’s orders, those two are needed elsewhere”. The doctor is furious! “How can he be refused the two perfect specimens, healthy, already trained in combat, versus the rabble he is given to work with”.

The doctor has a distinctive accent but neither Frobacca nor Jeek’Tal are familiar with it. Pissed off by the order, he turns towards the young Wookie female and the cub. The doctor snickers while two guards kick her in the head from the back, and shove off the cub. “Females and cubs are not to be injected. Yet. Throw that rabble of my view with those other two”. Jeek’tal and Frobacca eyes could kill, but in the moment, with so many guards, and unharmed, they know they cannot do anything…. and let themselves be dragged back… to a new, much bigger cell, no, not a cell, a suite, and quite comfortable one. What is going on?.

Hard Choices

Leon and Vurt have not promised anything, but to think about the deal. Wes is fuming as the three are escorted back to a suite, quite a comfortable one, as token of recognition from Marek. There they meet their companions, Jeek’Tal, Frobacca, and AV. The later was given a basic repair by Imperial engineers, another token of recognition.

After exchanging what transpired in the past few days, the party is at a loss as to what do. It seems there have little choice but to work for Marek.

Dinner is being brought by droid servants, under the careful watch of guards. Upon delivering the tray, all leave promptly. When converging on the food however, the party finds a data pad.

His Excellency, the all-powerful Muraga, sends his regards. His Excellency has used his vast influence to determine that you are currently being held aboard the Imperial Frigate, Valiant. His Excellency is displeased by the betrayal of his former Imperial partners, and His Excellency does not take betrayal lightly.

In an attempt to show this truth to your captors, His Excellency has arranged to have you released from your cells during the nightly shift. His Excellency’s contact aboard has also determined that your cargo ship is currently docked in a secure hold aboard the Valiant, as well. Your skills have not gone unnoticed by his all-powerful and all-knowing Excellency, and he is confident you shall prevail in your escape.

However, in repayment for this inestimable boon granted to you by His Excellency, you are also requested to locate and free the leader of the saboteur group whom the Imperials also captured, and whom has been harrying His Excellency’s operations for months. His Excellency has much to discuss with this individual. Not only will His Excellency reward you immensely for this task, but will also forgive his outrage towards you for deceiving him to begin with.

You are, of course, free to decline, and remain in Imperial custody. Your cell doors will open tonight. Be ready.

After reading the intriguing message, the datapad begins to grow warm, It is instinctively dropped to the floor as tiny sparks fly from the device and the screen cracks, rendering it useless.

Now the party has a choice. They can work with Marek, or accept the help of the Hutt and be indebted to him. It is a difficult decision, and our heroes debate it with passion. Jeek’Tal argues that the Hutts are to be more trusted than the Empire. Their code is strange, but there is one. Leon and Wes however are less thrilled. They have no love for the Empire, but the Hutts are definitely criminals.

Time to decide! That night, after lights-out, the party’s cell doors mysteriously open. They are greeting by a slight man in a junior-grad lieutenant’s uniform, who tells them that the detention guards have all been removed from this area due to a suspected reactor leak; and they have about 30 minutes before anyone gets suspicious and comes to check. He also points silently to a storage locker dragged into the cell hallway. Before leaving, he turns around: “I had to risk a lot to do this. Tell Muraga that my debt to him is paid.”

Jeek’Talk and Frobacca move firsts into the corridor, the others soon follow. Being in debt to a Hutt is not much better than working for an ISB agent, but options are indeed scarce.

Revenge Denied

After re-equipping themselves, our heroes start moving through the ship. Forbacca successfully slices in a nearby computer and learn of the general layout, notably where is Stim detained, the location of the Medical facility, and the hangar where their ship and freedom can be found.

Jeek’Tal and Frobacca are dead set to track the Doctor, kill him and free the aliens. Leon advocates for patience, to steal uniforms first, but Jeek’Tal and Frobacca are not in the mood for subtleties, and are not even waiting. Leon and Wes do however take the time to sneak in nearby storage and steal low ranking uniforms for themselves.

At the Medical bay, a lone guard is being jumped by a stealthy and deadly Jawa. Blood soon pool the floor of the facility. There is revenge in the air… but the doctor is not here! His cot and office are empty. Notes are founds, referring to his flying this evening to Ice Station Zulu where his experiments are taking place. Experiment SS1 is mechanical, experiment SS2 is chemical, experiment SS3 is biological and recently started. But what are the experiments? What are they for? Revenge is denied, it will have to wait another day.

Coughing can be heard. The party heads toward the sound, and find the Wookies and other aliens imprisoned behind energy cells. All seems in very bad shape, except the female and cub. The Wookies are sweating and shedding profusely. Their eyes have a yellow hue. They can barely move. It is a disheartening sight since our heroes know they simply cannot rescue them. It would be impossible to move them quietly enough. The Wookies understands and point to the cub and female, alive and well. Those two however can be saved!

Disabling the energy lock takes very little time. All the aliens are freed, and weapons are given to them. They may not be able to flee but maybe they’ll die fighting for their lives.

Stim’s Rescue and Escape

Frobacca sliced plans and Leon’s knowledge of Imperial ships permit the party to make it to the high security cell block, and the hangar deck, without being detected.

The party split, Frobacca and Vurt, with the Wookie female and cub, move on toward their ship, but their path is block by Stormtrooper searching the ship, and Marek overseeing the operation. The two of them can’t take such foes, and they decide to remain hidden.


Meanwhile, Leon and Wes, with their uniforms, approach the cell block, obviously well guarded. Their subterfuge works and they convince the sentries that Stim is to be transferred.

pening the door to Stim’s cell, you see the soldier, shirtless, lying on the floor near his bunk and in very bad shape. Bruised and cut, he’s clearly in severe withdrawal at this point, as he struggles to stand up, shaking violently and looking at you with bleary eyes.

Unfortunately, two sentries decide to accompany Stim, Leon and Wes in the elevator. Jeek’Tal remains hidden, ready to act if needed. Upon exciting the elevator, Jeek’Tal reveals himself, forcing the sentries to react and move forward… only to be gunned down from the back by Leon and Wes. Well, Wes’s carbine was on stun, but Leon’s wasn’t – to the detriment of the marshal. Unnecessary killing is not to his liking.

In any case, the party regroups. Jeek’Tal’s stealth skills are no match for the Imperials and the Jawa sneak into the ship to attach the troopers searching inside. The others however wouldn’t be stealthly enough. What to do?

The Maker be thanked! At that opportune moment, an alarm is ringing. There is an alert in the Medical Bay, prisoners have escaped and an insurrection is happening. Marek departs with several troopers, leaving the party ship greatly undefended. The party rushes in, quickly making work of the remaining troopers, and launch into space.

Space Flight

Unfortunately, they have no idea where they are in space, nor their navicomputer has any data on this system. They must carefully calculate the jump, while swarms of Tie Figthers are launching to intercept them.

An intense space battle ensues, where Frobacca must balance the power distributors of the banged up YT-2400 while Wes and Jeek’Tal man the turrets. Leon and Vurt are in the cockpit, piloting and calculating the jump.

Tension is high, and they take heavy damage but finally the calculations are made…

Suddenly, you are knocked back into your chairs as you hear the hyperdrive motivator whir to life and that stars blur into white lines as you rocket off into hyperspace, leaving the Imperials far behind. Sharing cheers with your comrades, you hear a soft moan coming from the medical bay.

Growing silent, you look towards the tortured form of Stim. Muraga the Hutt is waiting for you… and you ponder what you all will do now…



What will they do now?
Will they hand over Stim, a victim himself of the Empire, to a miserable fate at the end of the Hutt?
Will Stim even survive the trip, in the withdrawal states he is in?
And what of the Wookies, those they rescued and those they abandoned?

Ice Station and the Doctor will continue their despicable work until they are stopped. As for Marek, he is an unrelentable ISB agent, seeking criminals everywhere, and what are the heroes now, but criminals to the Empire?

Interlude - Onboard the "Valiant"

The camera opens on our heroes riding in the back of an Imperial troop transport. The transport rocks as it crosses the atmosphere of Vanqor into space. While our heroes are not in binders, their weapons have been seized, and across them sit squads of Imperial soldiers. Stim, the leader of the stim-soldiers, is in binders and unconscious. Every so often, a stormtrooper kicks the man and laugh.

Riding in the confine of an imperial troop transport, toward an Imperial capital ship wasn’t what Leon Celes had in mind at the ending on this run.

Those imperial soldiers who trafficked in glitterstim were essentially criminals and Leon personally supports eliminating corruption and traitors within the Empire. However the juicer-soldier experiment doesn’t sit well with him, nor the fact that Marek appears to have broken their deal. Leon feels therefore ambivalent about Marek and the situation.

Another nagging doubt weighs on Leon, the new identity Moira created for him is good but could never hope to stand up to a real ISB investigation. Best to try and remain invisible or risk exposing himself and Moira.

His train of thought is momentarily derailed by a sudden feeling of nostalgia as the silhouette of the Imperial corvette comes into view through the port lights.


The majority of the training fleet was made up of smaller corvettes and he had spent countless hours running drills on trainers of the Raider class. There would be significant differences but the general layout of the ship should be similar enough, that was the point after all.

On the outside Leon appears calm and obedient, doing his best remain unmemorable. Those paying closer attention will notice that when their guards cannot see his face his eyes flick back and for, making mental notes as he identifies and orients himself to the important parts of the ship from the outside.

For Frobacca, being arrested and detained by the Imperials has brought back many horrible memories of unspeakable acts against Frobacca’s family and people. He boils to turn that rage into action, trying everything in his power to help his friends escape and to cause as much turmoil to the evil Imperials in the process.

Jeek’Tal’s eyes are glowing dark red. Never trusted dirty dealing Marek from the start. That he used me and the team as pawns for Imperial purposes is unbearable. Need to make his life difficult … and short.

Wesley Dylynn, talking to his older brother Jaysen, in his head….

I don’t think there has ever been a time in my life where I felt as lost as I do now. Right and wrong seem so fluid out here, truth and justice seem like a point-of-view. Where is my fixed point? The “law” seems nothing more than a guideline, bent or broken at will by those who have the means to do so — and without any thought of anyone besides themselves. It is applied so subjectively, allowing those with power to avoid any repercussions for their actions and being used as a hammer by those same people to hurt those who have no way of defending themselves. It’s oppressive…it’s dictatorial…it’s so wrong.

So if the law itself is a mockery, then the whole institution of law enforcement seems like an illusion. Sector rangers, Imperial officers, and those who pretend to be those who took an oath to uphold the law instead use it as a weapon against their personal enemies as they advance their own agendas. Where is justice in any of this? What about freedom? Has this been the way of things most our lives and I hadn’t realized it, or did it spiral downward over the last several years as I was trying to bring order and stability — and fairness — to some backwater colony? It makes me wonder what all that was for.

I can’t help but feel that, while all my good work made it seem like law and justice were equal partners, all the while as I was preoccupied with my little corner of the world the whole galaxy became contorted into something unrecognizable. What father taught us about good government, democracy, and wielding power with responsibility, tempering justice with mercy and wisdom — none of it seems to matter out here. Maybe I’m just too stiff, too inflexible. Maybe I’m just out of my element.

I hope the core worlds are fairing better and that you and your family continue to prosper on Alderaan at the very least. I hope to get back home to visit soon, so you can give me a supportive lecture and show me how I’m just seeing the worst in things.

The troop transport locks in with the corvette and everyone disembark…

Session 4 - The Hunt

In Search for a Ride

Our heroes have now gotten the cash to enter the hunt, they are only missing a vehicle. While the rest of the party look for information about the opposing teams, the weapons used, and finding out where are the stim-soldiers, Vurt volunteers to use his charm and find a vehicle. That’s all well and done, but Vurt doesn’t know a thing about vehicles, and he ends up buying a Jawa skiff – rusted, with a broken repulser – from a group go Jawa that can’t believe their luck!


The party is somewhat appalled when Vurt comes back at the helm of the skiff – the only happy ones are Jeek’
Tal, obviously, and Frobacca who looks at the skiff with potential despite the rust holes and failing repulsors. While the party register itself at the hunt, Frobacca reinforces the skiff and fix its repulsors. It isn’t going to win a beauty contest for sure, but it will do the job and it allows the entire party onto the same vehicle.

The matter remains that our heroes have no idea what may happens during the hunt. They believe the spice will be handed off, but they do not know to who. Furthermore, the stim-soldiers are definitely on the prowl for recuperating it, but when will they act?

Jeek’tal therefore decides to tip the scales and want to enter the palace in the evening to place a tracker on the skiff of Muraga’s hunting team. It is a difficult move since the palace is well guarded, however the servant entrance is less busy. A distraction is needed for the Jawa to slip unseen, and Wes and Leon perform a grandiose act of a drunken fight that makes Vurt proud… maybe we see here the seed of a troubadour company?

Wes’ legal background even comes in handy as when the guards arrive to break the fight and fine the fighters as per the preserve rules, Wes points out that while the rules forbid opposing teams to fight… there are no rules about members of a same team! The guards, taken aback, do not fine the humans but send them back to their ship, completely oblivious to the dark shape who slipped in through the side entrance.

The Gundark Open

As the first rays of Vanqor’s sun begin to glimmer above the horizon, a massive crowd has already turned out on the platform facing the preserve, most still intoxicated from the previous night’s revelry.


As your speeder maneuvers into a docking position along the leading edge of the platform, you spy nearly 60 other speeders in line, all undergoing final inspection and weapons check by the game wardens. Eventually, the wardens come to your ship, look at it – and your gear – shake their heads, make a notation, and move along, reminder you to return by sundown for any of your trophies to be counted.

As the sun finally begins to rise, light fills the caldera and everything grows eerily silent as the distant growling howl of an elder gundark sounds from the preserve, followed by answering calls across the valley. With that, the hunters rev their engines and hoot with anticipation. The wardens quickly wave a ceremonial flag, and the hunters immediately gun their speeders in different directions toward the preserve. Just inside the boundary, you see an Aqualish hunt team turn and ram the speeder nearest them, which immediately sputters and crashes to the rocks below. The crowd roars in cheers and laughter. You stare at each other with wide eyes as you punch the accelerator and enter the hunt…

Since our heroes have placed a tracker on Muraga’s team skiff, they decide first to trail the stim-soldiers. However the soldiers take a nearly 90 degree bearing to Muraga’s team skiff, confusing the party. Thus, they decides instead to track Muraga’s team at a very safe distance.

After some time, Muraga’s team shakes off all pursuers (but our heroes), and when it happens, they veer toward badlands and make haste. Shortly after, the tracker shows that they stopped near a large cave complex. Our party stop by nearby, and cautiously make its way to the caves by foot.


The wind whistling through the tunnels carries with it a foul animal stench as you travel deeper into the cave. Unusual natural crystal formations dot floors and walls, glowing with soft light, and you pass ancient and gnawed animal bones on the well- trodden floor. Ahead, you can hear voices, and you quietly creep towards them.

The Spice Hands Off

Jeek’tal moves ahead alone (the others are way too noisy)…

Peering around a natural column, you spy the Rodian, Muuro, and his Gamorrean guards. The crates are on a small repulsor-lift nearby, and Murro is greeted by a surprising group. A small squad of storm troopers take possession of the crates, while other troopers are stationed about the cave. Nearby is what is clearly the payment for the spice: a live gundark held in a stasis cage. The largest specimen you’ve seen, clearly an elder, covered in solid white fur.

Wanting to get closer, Jeek’tal loosen a few crystals that ring as they fall on the ground. The Imperial stormtroopers turn toward the sound, and while they do not see Jeek’tal in the shadows, their eyes grow wide as they spot enormous shapes running enraged toward them – the stim-soldiers have made their entrance, and not having seen Jeek’Tal, rushes toward the spice. A battle begins.

Our heroes decides to engage, while Vurt activates the beacon to the sector ranger. Truly, it is unclear who is shooting who, but the Imperial stormtroopers are clearly trying to recuperate the spice while Teemo and the Gamorreans are moving the Gundark. The stim-soldiers make no differentiation and attack anyone on their path to the spice. As for our heroes, they disperse and aim to save the spice foremost, and protect each other next, while waiting for Marek’s forces to arrive.

Wes, Jeek’Tal and Leon put up a very effective barrage, which combined with the ferocity of the stim-soldiers, forces the stormtroopers and Muuro’s team to retreat. The issue is that they are retreating with the spice and the Gundark cage!

A well-aimed shot disable the Gundark cage power output, and soon the Gundark will be free. Another shot hits the spice crates sending glitter-dust in the air which renders the Gundark berserker.

Wes decides to move closer, while AV and Vurt circle back. AV has the brilliant idea to act as a proper Imperial droid to confuse the stormtroopers, but may not have realized that those Imperials are not the law abiding soldiers one may imagine. AV is shot at point blank range, and crumbles on the ground, leaking oil. The gambit somewhat worked as the stormtroopers get concerned about the auto-destruction feature that AV bluffs to activate, and back up from the spice.

Vurt courageously try to protect AV-I30 ‘corpse’ from two Gamorreans but is overwhelmed when the two Gamorreans are picked up by an enraged stir-soldier and thrown upon the Zelton.

The stim-soldiers haven’t faired too well though. One fell to the stormtroopers after taking nearly 3 out, another soon fell to the combine shots of Teemo and our heroes who were unsure what his intent was when facing Vurt. The third, the leader, hasn’t fallen, but is badly wounded.

Meanwhile, Wes is shot badly by Teemo, who displays impressive marksmanship, and has to retreat. The Rodian isn’t dumb though, and when his weapon is destroyed by a particular good shot from Leon, he recognizes the battle is lost. Using the cave complex to his advantage, the Rodian flees but is pursued and blocked by Jeek’Tal. Weaponless, the Rodian has no chance – surprisingly, Jeek’Tal doesn’t fire and an hidden understanding passes between the two hunters.

Roars suddenly echoes through the caverns, as the walls shook. Mark’s forces are arriving but the Gundark is free, and he is not happy. Advancing on the remaining stormtroopers and Gamorrean, it crushes bones and skulls. Our heroes retreat quickly, leaving AV-I30 too heavy body but hoping the Gundark isn’t interested in the droid.

It is not, and while it cleans up the remaining enemies, it is soon lit by multiple blaster fire and falls on the ground. Marek has definitely arrived!

In the distance, you hear a ship touching down loudly outside one of the nearby cave entrances, followed by the sound of multitudes of heavy footsteps echoing through the tunnels. Nice timing, you think… until Marek comes into view.

The Sector Ranger, Marek Quay is wearing a different uniform; an Imperial Officer’s uniform with captain’s insignias and an ISB emblem on the lapel. Behind him are what appears to be an entire battalion of white armored storm troopers, who level their rifles at you in unison. Marek walks over to one of Stim’s soldiers and checks his pulse, then pulls out a pistol and executes him.

“I can’t thank you enough for your help, my dear friends. You truly have helped make the galaxy a better place today. These escaped soldiers were the pride of the ISBs experimental soldier project. Remarkable work they’ve done with chemical enhancement. Truly remarkable. Some of our enthusiastic volunteers decided to no longer support the good of the galaxy, unfortunately.

And I couldn’t have tracked them down without you. And you went ahead and cleaned up the Hutt’s riff- raff… well done. The traitors are contained, as is our involvement. The spice, of course – is much needed for the continuation of the project. I took quite a risk releasing it to you… but I knew my instincts were right.
Oh, don’t look so surprised. I told you… not to trust anyone. Now… unless you’d like to end up like these traitors, you’d best put your weapons down. Guards, take everyone into custody, and make sure the leader of those traitors doesn’t bleed out. I want him alive.”


Supplement -- Dossiers from the Sector Rangers

Supplemental data from the ongoing investigations and operations of Sector Ranger, Marek Quay


Session 3 - On to Vanqor
By the maker

Act 2 – Pulling the Ears off a Gundark

Our debutant smugglers have been tasked to deliver their shipment to the planet Vanqor. Thanks to a prompt departure from Bespin – It helps to work for a sector ranger who can clear customs – and precise calculations from Ay-Vee, the 7 days hyperspace trip to Vanqor is cut in half.

This gives time to the party to rest and recover. Frobacca slices into the recuperated stim’s soldiers weapons, giving two more blaster carbines for the party to use. Those are imperial issued carbines and may not be acceptable to carry on many worlds.

Ay-Vee decides to explore. Instead of coming out on Vanqor orbit, the droid pushes to the planet Typha-Dor, in the Uziel system, and land in the capital Sarus-Dor.

Sarus-Dor is not a big city, but our heroes are able to find a decent hospital to recuperate, and spend an evening seeking out information.

Wes, through his contacts in law agencies, learn that Marek Quay, the sector ranger who the party made a deal with, is rather new to the Anoat Sector. He arrived a few months ago when the prior ranger was promoted to a Core World sector.

At a cantina, the party learns that Vanqor is hosting a big event this week, the Gundark Open, an exclusive big-game hunting competition to kill or capture the best Gundark.

Making finally their way to Vanqor, they arrive 1.5 days prior to the start of the competition. As planned, they make contact with Weeko Nicks, a toydarian businessman, who while suspicious at first, come to believe the party is but a bunch of newbies, and disregard them. The exchange of goods if made, 2000c for the shipment of supposedly “rare ale and spirits”.

Vurt however impresses enough the Toydarian that he and his sycophants (!) are invited to his master party, Muraga the Hutt that evening.


There seem however to be a disagreement among our heroes about what should be the overall plan. The disagreement stemmed from a core question: Who to fear the most – a Hutt lord or a Sector Ranger?

Much of the afternoon is spent debating the next move. Should they wait and fear that Muraga discovers the tracking device surely placed in the crates by the ranger, or do they grab the bull by its horns, go to the Hutt and spill the story? After all, they are but the smugglers. Yet, would the ire of the Hutt fall upon them first?

Finally, they decide to wait and attend the party hosted by Muraga the Hutt. Since Vurt was invited, for his obvious charm, they will continue the farce and pretend to be his entourage. The droid will be announcing Vurt and continuing to build up its reputation with video clips for the party goers. The jawa, after a brief costume change – purple looks so good – will make himself forgotten and sneak around. The others will play the part of bodyguards, mingle and listen.

Muraga the Hutt’s Party

The main hold of Muraga’s luxury liner is a sight to behold, with multicolored veils of rich silks draped from ceiling to wall. Table after table of expensive food and drink are crowded with nobles, merchants, and hunters – all criminals. Smoke wafts to the upper decks as fashionable, good music plays, and feasters dance, laugh, and conduct business.

On a raised dais at the rear of the area, flanked by four gamorreans with brandished vibro-axes and a twi’lek majordomo, is the corpulent form of Muraga the Hutt, watching the revelry with a satisfied smirk.

Muraga the Hutt

Soon after arriving to the party, Vurt and his entourage are introduced to the powerful Muraga the Hutt.


The Hutt’s guards stare at you resolutely as you approach the mighty Muraga’s dais. The Hutt is managing to stuff his face, smoke a large water pipe, and manhandle an exotic rodian dancer at the same time. He licks his lips excitedly as the dancer moves away coyly and greets you in a loud, booming voice.

  • Chobaso bai mah yicei cohka. Jee dotmay uba chespo panwa bu e’nachu an bu whirlee. [Smack the dancer butt and laugh]
    Welcome to my humble party. I hope you have been enjoying the food and the dancers. [Smack the dancer butt and laugh]
  • Ah’chu apenkee an haku doth mee yanee wata yabee?
    Who are you and what is your business here today?
  • Ah, uba doth bu ulwan ai koose bu bankepie gocola an bauparai. Jeejee sonpa uba, tah cohka nah doth hih ban Corellian dhonu! [Laugh]
    Ah, you are the smugglers than brought the rare wine and spirit. We thank you, this party would not be whole * without Corellian brandy! [Laugh]

They play it safe, keep the conversation light, and soon take their leave from the Hutt to mingle with the party goers.

The party is going strong: a mix of rich people and hunters, and lots of drinks. The hunters seem frustrated though and our “bodyguards” pick up on the vibe. There is resentment about last year hunt, when Muraga’s team brought a live gundark. Since it is nearly impossible, many wonder whether it was rigged, and whether this year see a repeat of last?

Special Waiters

Jeek’Tal, the jawa, suddenly spots something that turn its blood cold. Suddenly, something unusual catches your eye. A human waiter – possibly the largest you’ve ever seen – is delicately holding tray of canapés. A massive frame and large muscles seem to bulge out of his waiter’s jacked. Darkly sunken eyes are set into a hard face with a long scar running across the left cheek, leading to a mangled ear, much of which is missing. His look is the same that the freaks who attacked our heroes back on Bespin. What is he doing here?

As the “waiter” disappear in the servant’s entrance at the side of the chamber, the jawa first, then Wes and Leon, decide to follow discretely. Our two humans take however the wrong turn and end up in the toilets… but the jawa is in its element, and purple clothes or not, he remains unnoticed as he approach the hidden place of the “waiter”

Stalking down the corridor, dodging oblivious servants, you keep out of sight while tailing the massive form of the faux waiter, who eventually enters a nearly empty area of storage, filled with crates and dimly lit. From behind cover, you quietly witness the large man approach three others like him, also in waiter’s garb, suddenly rushing to them and kneeling on the floor. One of the large men is prone, shuddering and shaking violently, as he moans softly. Jeek’Tal recognizes it as the one who withdraw during their encounter.

The faux waiter barks at the others, “What happened?” Another replies, “He needs the juice! Did you get it?”
“No…” Stim replies, as the moaning man suddenly grows very silent, and still. The three remaining men lower their heads, and you see tears come to their eyes. Stim reaches down to check his pulse, “He’s… he’s gone.” nother one hits a nearby crate, shouting, “DAMMIT, Stim!”

“ENOUGH!” Stim barks, silencing his men. “_You know we have to save all that we have for now – we’ll need it.”_ He grabs the back of the other man’s neck in a brotherly fashion, “Be strong, Rix. They will pay for what they’ve done to us. We will free all our brothers and make them pay. The juice is guarded, I couldn’t get to it. But I saw them loading it onto their hunting skiff, and managed to download the handoff coordinates from that fool twi’lek’s terminal; they’re doing it in the preserve, those crafty bastards. Tomorrow, we enter ourselves in the hunt. The day after, we surprise them. We avenge Marcus, and get the juice we need to free the others and end this for good! Stay strong, my brothers. FOR HONOR!” he intones, and the other two follow suit.

The three men then carefully drape the dead man’s arms over his chest, and close their eyes, as they begin softly singing a funeral dirge.

Untouched by this emotional display, the jawa race back to the main room, intent to let the Hutt and his guards know of the danger. Those soldiers could barge in at any time and wreck havoc. Yet, as he enters he hear the announcement that Vurt the Magnifique is to dance!

Vurt the Magnifique

Vurt dance is sensuous and acrobatic at the same time. He performs well, and many patrons seem pleased, especially a older gentleman of seemingly good wealth. The Hutt however must prefer more erotic dances, maybe with slave girls in chain.

Vurt surely hoped for more but rejoice not to have displeased the Hutt at least….and as the evening progress, the freak soldiers do not appear. They must be intent to enter the hunt and grab the spice then, but why would the spice be in the hunting reserve? Is the Hutt selling it to someone else, and if so who?

Nonetheless, it is clear our heroes must enter the hunt. It isn’t cheap though, 10000 credits, and their old land speeder wouldn’t get them far. They need a sponsor and equipment!

Vurt tries out with the old gentleman he impressed and almost secure his sponsorship but when the man learn of how unequipped the team is, he backs away. Yet, he gift Vurt with 1000 credits.

Who to turns to?… Marek?….It seems they have to get themselves deeper into the Sector Ranger web! Calling Marek means he knows now exactly where they are, and he isn’t happy about the spice being soon disappearing into the reserve. Grudgingly he agrees to lend another 6000 credits but our heroes better deliver or they will face consequences!

With enough funds, our heroes register for the hunt, but they still need a better land speeder…

Session 2 - Distasteful Bargain
by Jeek'Tal

Kavin the Employer needed “spirits” moved. “Spirits”. Hiring a team this big with so many triggermen? “Spirits”. No matter. Credits are credits and cargo is cargo. He haggled well, Kavin. It’s a shame he didn’t bargain for a blaster bolt through his skull.

Bad habit … our fixers assassinated at the start of jobs. This is no good for negotiating prices on future jobs.

The killers were Imperial commandos. Hah! No surprise. (spits) Savagery and the Empire are conjoined twins. The brutes wore harnesses and tubes of strange fluid. Almost wanted one, but they were spoiled by Imperial crests …. and they did not standup well to laser blasts.

So long since I took down a stormtrooper, and now I do it more out of compulsion than for satisfaction. That’s a lie. I enjoyed it.

Silly humans of mine fight so strangely! They stand in the open attracting blaster fire like magnets. Our people say, “Trouble? Disappear.”

The wookie knows gadgets. I could learn from him. And his friend the probe droid. He would fetch a lot of credits.

This sector ranger Marek stinks of corruption, but he has all the “water” …. so we must follow the trail he maps for us. Now we’re tangling with hutts? Bad deal. Betraying cops gets you jailed. Betraying crooks gets you killed, and it’s bad for business. “The shrewd do what they can, and fools do what they must.”

Session 2 - Sounds Like a Good Deal!
By Vurt Kagner

From the Ongoing Script of the Play in Making

The Characters

The Amazing Vurt Kagner: The charming ‘smuggler’
Wes: The grizzled former lawman
FroBacca: The brilliant mechanic
AV-130: The tech wiz pilot
Jeek’Tal: The diminutive sharpshooter
Leon Celes: The level headed mercenary

Scene 1 – The Arrest

As the scene opens, our rag tag crew is being pulled over by Bespin’s Cloud City security, due to the fire fight over at the warehouse. The Charming Smuggler attempts to explain why they were fleeing, and how there were just there to pick up a shipment of rare alcohol to be transported. To the ragtag crews surprise, but not the security forces, the crates are opened to reveal…..Glitterstim!

Naturally taken aback by this astonishing revelation, the crew protests – they had no idea, and haven"t yet done anything wrong – despite their pleas, they are taken into custody.

Glitterstim or Glitterdust

Glitterstim was the name of a potent variety of the drug family “spice” that was mined on Kessel. It gave the user a brief, yet pleasurable telepathic boost and heightened mental state. It was a very valuable kind of spice, and tightly controlled by the Galactic Empire.

Holonet: Glitterstim

In the Interrogation Room

The crew sits there in their binders, and restraining bolt. The Charming Smuggler, does his best to annoy and distract the interrogator, his ever constant finger tapping getting more than one side glance. The Jawa Sharpshooter wriggling and squirming, is unable to slip free of his bindings, as the Sector Ranger, Marek Quay, smirks at them all, looking over their datapads. No doubt this crew, in this joint, their crimes likely list a few sectors long. He could have them all locked away for a very long time. Even though on this bust, they’re just small potatoes. That’s when the Charming Smuggler offers him the deal he was clearly waiting for…the chance to bust the recipient of the Glitterdust! A bust like that…getting the head of the totem pole, is guaranteed promotion…and this sector ranger is a go-getter.

The crew barters back and forth working out some details, but in the end, they’re in little position to argue…it’s either go to jail now, or take his deal, for possible payoff, but possible betrayal later. The Charming Smuggler is okay with later – can’t likely find his lost paramour while locked up.

Sector Ranger

The Sector Rangers were established during the days of the Galactic Republic as the Senate mandated the creation of a universal police agency, charged with apprehending criminals and keeping the peace, a concept duplicated in each sector of the Republic. While local law enforcement agencies were restricted by jurisdictional boundaries, the Sector Rangers were able to pursue criminals anywhere within a given sector or even beyond to bring them to trial.

WikiHolonet: Sector Rangers within The Imperial Office of Criminal Investigations (IOCI)

Scene 3 – Back to The Lucky Lady

The heroes decide to head to their ship, The Lucky Lady, that poor dead Kavin had let them use. The droid needs some repairs, a few of the fellows need some rest, and a transponder needs to be looked for. That Roguish Smuggler decides to relax and scope out the best quarters, and already begins decoration of his room. The ship’s garishly painted – Orange, green, magenta – Kavin always was a bad artist….but dedicated to his art. Probably one of the reasons the Smuggler was initially drawn to working with the man…an artists soul, shame nothing meaningful came of their relationship..Kavin cut down to short before anything to blossom. At least the Smuggler can keep Kavin’s memory in these quarters…as they are very clearly his former quarters. The decorating just screams of him.

Scene 4 – Searching Kavin’s Flat

The party is rested, and needs some intel. Thankfully our Charming Roguish Smuggler was clever enough to lift Kavin’s ID card, so they know exactly where to go. Heading down to the lower sectors, they get a few eyes, until Wes the Lawman flashes his guns, scaring off the landlord.

Some of the guys look itchy to try and slice the door, but that Smuggler, just whips out the ID, and unlocks it, stepping in without a care in the world, some others speak up saying maybe he shouldn’t…but he does.

Keeping the Wookie and the Jawa on lookout, the rest search the place. The Smuggler working on the data terminal..he was never much of a computer guy, he knew how to find time to pass and look up certain holovids…apparently Kavin enjoyed the same thing…including a few holovids with some old flames of the Smuggler…

Never knew Tharbos could bend like that...”

But just like their new found ship, luck was on our heroes side, they got the details of who the buyer was, where he was located, and when the shipment was expected.

Their course clear, they set to head back to the ship, the Cool Headed Merc mentioning that he was gonna check out the network about rival gangs, and those mercs from before, and who all might be interested in hijacking the Glitterdust! While nothing is learned of the mercs, word came back, that, their Toydarian buyer is working for a Hutt crime lord, Muraga the Hutt.

Just like a worm to be involved.

Scene 5 – Ambush on Landing Bay 49

The crew still separated, the Wookie and Jawa hanging back behind to keep an eye on things, head back to their ship. They can see the crates of Glitterstim waiting there for them to load up. They also see three very large visitors. moving on an intercepting path. Our Charming smuglger gives one a wink, thinking they must be fans of his…and soon they all turn a dial on their chests, their muscles bulging, foam forming at their mouths, their eyes growing wild and savage.

The Smuggler: “I’ve had men drooling over me before, but never like this.

And with that there begins the sounds of blasters firing, knives clashing and slicing. Wes, the Grizzled Lawman is run down by two of the creatures and falls at the outset, only for our Caring Smuggler to rush back, reviving him during the frantic fight. The Expert Droid Pilot even brings a roof down on these monstrosities, Soon their drug dispersal systems are all broken in various ways, the fight becoming more rational…normally the crew wouldn’t have a problem…but these were Imperial Special Forces; their armor top of the line; their skills superb. It was a hard bloody battle, but our lovable crew makes it out of there, with only one of the Imperials fleeing.


Soon after the firefight ends, the conniving Sector Ranger, Marek Quay, shows up, questioning what the he’s going on. Chewing out the worn out crew for destroying a building, and to tell them not even to try and screw him over in this Glitterdust bust

Smuggler: “They did that. Try and prove otherwise.

Fade Out

Session 1: The Enemy of my Enemy
By the Maker

Act I – Crime in the Clouds

Just Another Blue Milk Run…

Our first-time smugglers have just arrived on Cloud City of Bespin to take shipment of a cargo of rare ales and spirits. Their long-time fixer and contact, Kavin Rel, arranged to meet them in a cargo warehouse, on the upper levels of Cloud City, where the team would collect the shipment and delivery instructions. After piloting their battered cargo speeder “The Bantha” through the atmosphere, and landing it on one of the interior loading platforms for the warehouse, they enter to meet Kavin…

The ozone smell of blaster fire fills your nostrils as you contemplate how this happened. Again. It was just supposed to be a simple pickup – a shipment of rare ales and spirits your contact on Bespin wanted smuggled off world. But within moments of your arrival at the warehouse, your contact suffered a critical case of being dead, as a blaster shot rang out from the rafters to kill him, and a group of thugs burst into the warehouse, armed to the teeth and rushing towards you with murderous intent!

With Kavin’s body lying dead on the floor, and the two crates of rare ales and spirit still to bring back to the cargo speeder, a tough firefight must ensue against the unknown thugs and their leader, a Barabel, sniping from the rafters.


JeekTal, the Jawa Assassin, quickly spots the Barabel sniper, in a perfect position, perched high on the tallest crane, in the shadow of the roof. Targeting him is a nightmare despite Jeek’Tal and Wes, the Human Marshal best attempts. Not that the Barabel has better shots anyway… It’s almost like Wes is protected by the Maker – the shots ring around him, but a pipe bursts, spilling hot and sleek oil, which starts a fire that promises to engulf Wes.

AV-130 “AV”, the party Droid-Scout, looses no time and rushes to the computer terminals. Slicing into the system, it brings the tall crane hard down, dropping the stunned Barabel right next to Wes, and into the burning oil! Apparently the Marshal’s gun must be firing blanks, ’cause despite being at point blank range, hitting the Barabel seems impossible.

Wes and the Barabel struggle among the fire, and finally drop down from the crate. The Barabel leaves behind his sniper heavy blaster rifle which starts to sizzle. Hidden until then, Frobbacca, the Wookie Outlaw-Tech, bursts from the shadows to punch hard the burning Barabel, dropping him for good.

The shiny heavy blaster rifle is too much of a draw for Jeek’Tal. Running, jumping onto the crate and sliding through the burning oil, the jawa ends up clutching the hot weapon.

While this action takes place, the other thugs are moving in, closing the way to the cargo speed. As the firefight continues AV nearly becomes a bucket of bolts. Leon Celes, the Human Mercenary Soldier, understand rapidly the need to encircle the thugs. He moves into position of fire cover, while Vurt Kagner, the Zelton Performer, somersaults over crates to crash right among the thugs, slashing left and right with his vibro-sword.

The air is smelling of burnt lizard skin, burnt wookie hair, and ozone blaster fire.

Our heroes are victorious but out of breath. Yet they cannot take a breather. An alarm is ringing, Cloud City Security must be coming fast and our smugglers need to run… with the crate of rare ale and spirits, off course.

To be continued…

Items Recovered

  • Kavin Rel – Id chip
  • Heavy Blaster Rifle with Telescopic Optic Sight attachment

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