
Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
AJTD1 directs the transport towards the city's southern district.
The streets show little activity except for reddish dust devils and the occasional CSA land speeder. It is clear that the government is struggling to maintain control as many houses and shops show the tell-tale sign of being looted.
You make a turn through the abandoned streets hoping it will bring you south to the fields. However, when you make the turn you see five humans with ornate tattoos on their faces blocking the road. They sit on swoop bikes, little more than flying engines with seats and handlebars.
The lead thug yells out, "Hey, whatcha got there attached to your transport!"

Caleb·Rook |

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Seeing nothing more than tribal tattoos and those actually might mean some sort of gang or clan, Caleb grins and smiles as they are inquired of what they carry. Even more when AJ reveal their cargo and broadcast they are probably carrying what’s to be considered a fortune on this miserable and sick planet.
He knew that trouble would only follow if they killed the ruffians, or even drove them away. But for now, avoiding battles was the primary objective. Any being when in despair would do stupid things and the actual condition of the planet was just a huge incentive to stupid things to be done.
Deception to Pretend to be ready to kill the ruffians: 1d20 + 5 ⇒ (3) + 5 = 8
Caleb pull open his clock, openly displaying his blaster making a point he is ready to deal with violence if that’s what they want.
UTF to help Pah influence: 1d20 + 15 ⇒ (17) + 15 = 32
”No easy score here boys, walk away and let us do our job.”

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
The Lead Thug quiets down realizing that you are no easy marks, 'Let 'em pass..." The rest of the ruffians eye you all dangerously but begin to clear the way watching you all closely as you pass by as if studying you.
Soon enough you arrive near the playing field. It is surrounded with make shift encampments of tents and temporary houses. The bulk of the population except for a few stragglers are human.
Long lines of people stretch from this shanty town to the ball field.
One of the corner fields is used for a shuttle pad and a CSA IRD rises into the air passing in a low weep over the city.
The refugees wear colored tags with some sort of writing upon them. Most people here appear to be plague free, assuming of course that the cloaked figures you saw earlier were plague sufferers but it was hard to tell.
Do you ant to head right to the field from here or question any of the refugees?

AJTD1: "AJ" tutoring droid 1 |

"The shuttle pad seems an opportune landing site, do you want to set down there, or further out and gather information from the ground?"
DM I posted about any signals that I could listen in on and gather information from as we were flying in.....
"I have been monitoring all communications traffic and....."

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
AJTD1 learns that the IRD's are active to stop anyone for running the blockade planet side. So far they have been successful or have missed blockade runners. The IRD's also lend support to the land transports of the CSA as Swoop Gangs have become a greater threat since the plague outbreak. There is little communication beyond that and it seems only the stadium and landing strip are secured by the CSA, the rest of the city is administered by the local government.
Do you want to head right to the field from here or question any of the refugees?

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
The group guides the transport to an abandoned building and sets it down there. Caleb seems disquieted by the idea, "I shall remain here with the cargo, I sense leaving it alone may well result in our losing it altogether if that run in with the swoop gang was any indication of what is taking place in this city, lawlessness is festering".
Caleb is with us but posts a bit slow I suppose when he has little to say so I am posting that one for him :-)
AJTD1, Quen, and Gunnar head out to recon the area. Before they can reach the long line of the field they find a family picking through the rubble of a burned down building. The family shows the signs of the plague - crusting around the mouth and eyes and swollen tongues and fingers making it hard to understand what they are saying to one another.
Do you approach?

Caleb·Rook |

Been very busy with university, I’m in the last week and things are real bad. Forgot to warn you guys, sorry.
After suggesting his Guard role, that’s what he does. He guards the cargo, and he isn’t shy about leaving his blaster for everyone to see.
It’s a clear message: Try me at your own peril.
And he waits, until the others return from whatever they are doing out there.

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
Quen, AJTD1, and Gunnar
The family appears to be unconcerned by your presence, "Its gone its all gone..." The mother weeps as Quen approaches next to her.
The father seems that he would be angry had he the energy for it, "Someone said that our house is infected with the plague and they burned it down! They burned it down, this whole planet is infected, bastards, all here are doomed..."
The children play with half burned toys in the rubble too oblivious or shocked to react to your approach.

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
Caleb
You stand front and center near the transport guarding the valuable cargo. People pass by your position clearly in need of help but warned off by the blaster.
As the others walk out of sight you soon hear the sound of a swoop bike nearby, the engines cut out and you hear nothing further.

Caleb·Rook |

Perception: 1d20 + 11 ⇒ (7) + 11 = 18
From the corner of his eye, Caleb sees the ruffians sneaking up on him. He thinks about what to do, but his warning was sound and clear, and they decided to try his resolve.
He pulls the blaster and shoot, not the ruffian itself, but the floor just near them as one last warning. ”Back off pal. I won’t say it again.”
And if they retaliate or don’t retreat, things would probably scale to violence.

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
Quen, AJTD1, and Gunnar
The family seems shocked by AJTD1's announcement.
"Where... where did you get medicinal spice from?" stammers the father.

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
Caleb
The two thugs step back, "Whatcha got in the transport granddad? We got blasters too ya know..."
Each man draws but does not raise the blasters to shoot. They seem to be weighing their options.

Quen Pah |

LOL! I remember the first d20 SW game I played in, I was playing a spoiled noble who was force sensitive. He was a brat but the other members of they party were jedi guardians. I wanted to confirm that so I did a SPOT CHECK for a lightsaber on each of them and got 5 nat 20's in a row. I would love to fight some bad jedi or Sith, I would like to try out this build.

Caleb·Rook |

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Caleb looks at the ruffians and don’t need to force to see the man’s soul behind the facade. There’s way to help, he had the means, but it wasn’t his decision, even then, he wanted to avoid killing them if it could be avoided.
Deception: 1d20 + 10 ⇒ (7) + 10 = 17
”Look pal, ain’t worth dying for what I have here. Worse still is dying when the cure for whatever you have there is about to arrive. Me and my mates had to be immunized to get down here bring this piece of crap here.” he says giving a small kick in transporter ”But I head they were planning to deliver a cure of whatever is happening in here. Do you really want to die before getting better?”

Gamemaster the Light Side |

Endregaard - Day 2 - Afternoon
Quen, AJTD1, and Gunnar
AJTD1 make a Treat Injury roll to properly administer the spice.
The spice has an instant effect on the father's affect if not his overall health.
"Are you smugglers or something?" he asks. Then he notices Gunnar's CSA patch, "Crap you're CSA, why are you out here and not administering this stuff at the field?" His demeanor is calm, likely due to the soothing presence of Quen.