Strange Cargo

Off this damn rock!

Our heroes have just finished a long day of work, with this month’s pay burning holes in their pockets. They settle down in the station’s cantaina enjoying the finally delievered booze and a few games of sabbac. An intense game of sabbac has emptied the credits of the transport Captain Tieko. A rodian spacer who’s a horrible player. Desperate to win back his credits Tieko throws down his marker for is ship, the Bad Kitty. An all or nothing gamble Longshot, Murr, Tursk, and Garret buy in. Murr throws down the winning hand and the jubilent new crew of the Bad Kitty races to port 3 to inspect their new boat. Garret performs his maintainence inspections, while she ain’t pretty or the best of shape, she’ll fly. With a new boat, and enough credits to get off this rock, they race to gather their belongings and dust off.
Rushing through the cantina they are met by the former crew of Bad Kitty. Tieko bellies up to Murr and demands his ship back. Cocking his fist back the rodian is flown across the table crashing into his crew with an open palm strike by Murr. Tursk fires up his lightsaber and postions himself over Tieko, as Garret readies his BAW (big ass wrench) The former crew scrambles away as the workers of Wiker look in terrified horror at Tursk. If there was a time to leave now was it!
Hastily running to port 3, a zabrak and a human beg the party to take them with. The crew complies, for a nominal fee of course.
A short mini jump later, the crew decides to find a little more about their passengers. The Zabrak, Zaboo, an archeoligist was passenger with the former crew bound for Kursma. The human Malik, a station worker escaping a debt. Tursk senses deceit from Malik. Quickly finding him to be a cyborg bounty hunter with a small blaster mounted in his hand. Tursk quickly removes his head, as they eye Zaboo who’s screaming “They found me!”
While Zaboo was truthful about his mission. Its his cargo that is valuable. An ancient datacron over 3000 years old, shows the location of a rich durasteel vein on Tatooine. A valuable piece of knowledge to any mining operation. Zaboo is delievering the datacron to Aristo Calin, a noble on Kursma.
Making a quick jump to more traveled hyperspace lanes they dock at Waystation Coleman, a popular pit stop for transport pilots and smugglers. Apon docking they are met by Teemo, a human who owns the stations cantina is surprised to see the Bad Kitty has changed owners from his friend Tieko. Tursk and Longshot head to the CommStation to contact Aristo. Aristo is unconcerned with the fate of Zaboo and only wants his package. Offering the party Zaboo’s contract of 40,000 credits. Wanting more information and perhaps some cargo, Tursk and Longshot head to the cantina to talk with Teemo. Once entering Tursk catches Teemo motioning to two hooded figures in a back booth. Wanting to return to Bad Kitty they leave, noticing the figures following them. One of them breaking off to the CommStation, they spot the other talking on a comm link while Bad Kitty preps for take-off. Fearing company they make a short mini-jump.
Deciding to keep Zaboo around they will deliver the package to Kursma for 80% of the contract. Plugging in the route in the Navicom they make their first jump. Pulling out of hyperspace the hyperdrive takes a dump. Garrett rushing to figure out the cause, two Z-95 headhunter fighters come on the scopes demanding Bad Kitty to power down and prepare to be boarded. Murr tucks his tail between his legs and complies. The two bounty hunters attach an exposive inside the airlock before jumping into the cargo hold wearing their armored EVO suits, demanding the package or face being sucked into the Black. Not wanting to give up such a lucrative payoff the party stalls. The gamble works, the timid Zaboo was able to sneak into the flight station and power up the shields. The bounty hunters were no match for our heroes.

Our heroes.

Two years after the decietful Jedi tried to murder our beloved Emperor, we find our heroes out in the middle of Wild Space in Sector 234D, also known as Wiker. Both named after Repulic Wild Space Fleet Task Force 234D, commanded by Admiral Wiker. The site of a brutal battle between Republic and Seperatist fleets. Now the location of a private salvage operation. We meet:
CC-429 AKA Longshot: A deserter ARC clone soldier, a member of the infamous 501st Legion. Fed up with how his brothers were treated the disgruntled soldier march on. Until the assualt on the Jedi Temple. Under orders, he and his brother slaughtered the remaining Jedi in the temple, including the younglings. After the battle Longshot went UA and hopped the next frieght out of Corusaunt. Now a laborer, operating a plasma cutter in the scrap yard.

Murrkisk: A force adept Cathar, was a militia pilot on his homeworld when the Seperatists brought the war home. Murrkisk lost everything during that bitter battle. His kin was scattered, unknown whether they were alive or dead, his home, his items. Gone. The last straw fell during the military occupation, unable to cope with his loss nor the laws set down by the Seperatists. Murrkisk gave the rest of his credits to be smuggled offworld. Now a transport pilot, ferrying workers from the station to the scrap yards.

Tai-Zek-Darr and Tursk Morgak: Cerean and Trandoshan Jedi Padwans, were out on a mission investigating a Seperatist smuggling ring on Ord Mantell when Order 66 was executed. Thankfully they were able to recieve a coded message from Jedi Master Yoda to stay away from the Temple and to go into hiding. Away they went, out into the Wild Space, far from the reach of the Empire and the Emperor. Now as general laborers on Wiker.

Garrets Character: A Ceran slicer who’s life has remained on the edge of the Black. A lone spacer, were the dust never settles on his bags. Constantly moving from place to place. A slice job gone bad on Coachelle Prime, he was able to escape authorities hiding out in Wiker until the heat cooled. Now a techician tasked with trying to salvage working systems within the hulks of the cruisers.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.