The Campaign

Session 19 - A Triumphant Return

 * Making peace with friends old and new on Tek'rit IX, the group return home. A short diversion sees their recruits - Hedreg and Vaaken & Friends, left on Ressi for evaluation. Hoping for a little time off after such an intense mission, the Party find that war has well and truly broken out between the Mandalorians and the Tetrarchy - requiring them to be immediately re-deployed the following day. Although disappointed, the group understands, and spends the rest of the night catching up with their comrades and having fun while it lasts - Qwori and Kar-Kooda practicing in the range while Vale gets an elusive win over Harl Bess at Sabaac.

Session 20 - A Shell Game, Part I

 * The group awake to a breaking news bulletin, where figureheads of both the Mandalorians and the Tetrarchy condemn the other side for starting the war. Perhaps most worryingly, the Party's actions on Neleron and elsewhere are becoming known by the Clans, who state they are combing the Tri-Contested Zone for signs of them. This makes their impending infiltration of a secret weapons project all the tense, where any wrong step could bring the entirety of the Mandalorians down on their heads. After a briefing, the group depart for the Black Site. Infiltrating without incident, tensions begin to rise as the group notices hefty patrols, and grow worried after Vale's sleuthing in the Engineering Bay hints at the capabilities of what they're after. Vale steals the show here, being able to figure out the scale of the operation, as well as get his hands on classified data pertaining to the next six months of freight movements and military patrols in the sector, a huge boon for the Tetrarchy.

Session 21 - A Shell Game, Part II

 * Now partly aware of the risks of the weapon they were sent to analyze, the Party presses on...

Session 24 - The Underdregs

 * Taking full advantage of their more...relaxed mission parameters, the group set out to devour the local sights and culture. Naturally, they seek out tea houses first, travelling to the seemingly illegal yet very Bohemian Underbazaar. Here they sample some local delicacies, with Vale worse for wear, and purchase their customary selection box of recommended teas after sampling different brews at the Canrid Leaf. They continue their descent down to Level 1712, hoping to aid Kar-Kooda in his personal quest, only to be turned away at the gate due to a quarantine that requires a permit to pass. Taking up several bounties to earn their entrance, they instead travel back up to Level 1437. Meeting some of the locals, they learn of two recent murders in the area, and witness a crowd converging on a third. Learning what they can before the police arrive, Kar-Kooda notices he is being watched, while Qwori and Vale learn the victim wielded a special blade much like Kooda's, having seemingly gone berserk being dropping dead. Piecing together some of the evidence themselves, they venture onto the Under Starlight Cantina in search of Qwori's contact - Kedegor. He details his recent struggles with an upstart gang, the Korlac Vandals, and that Do'froc had said Qwori was his aid in finding their backers. The group then press him for details on the locations of the bounties they took, learning that some will be much more of a risk to the others. Departing to learn more about the Korlac Vandals, the group then meet Jaldin Pollan, a slimy executive of Votech who suffered a break-in at their hands recently...

Session 25 - Multi-Level Marketing

 * Diving headfirst into their investigation of Votech Manufacturing's break-in, they head to Level 1436 and their warehouse district. They learn that the break-in was no small feat, managing to manipulate all security data almost completely to hide it, as well as ending the lives of multiple guards including the (now former) Head of Security. The now Head (former Deputy) Iolla Marik lets Vale see if he can find the cause, and he uncovers the sheer amount of sophistication required to pull this off, earning them clearance to ask about the currently unaccounted for guards. They depart the run-down side of town, encountering numerous cybernetically-enhanced civilians, first meeting the wonderfully harmless Kedrik and scratching him from their list. He mentions a lot of chatter lately about a new saviour of the downtrodden around these parts, helping the wounded and crippled with new limbs. He also points them towards his usual cohort while on shift - a young lad named Venric. They head to his home, only to find it abandoned and with cookie crumbs of evidence strewn about of his masses of debt to gambling houses. They track him down to the Hooligan's Den, premier entertainment venue in town, and after speaking to a man (later found to be the leader of the Korlac Vandals), are given a meeting with Venric. Vale convinces him to spill the beans, extracting an offer to meet later that night to retrieve whatever was taken. All seems well, until Kar-Kooda returns from a brief walk, explaining he'd been attacked by the man who'd been following them. Qwori discovers the bad news, it wasn't just a dart - it contained a powerful neurotoxin. Likely the same that caused the berserker attacks on the other levels...