The Anadraskian SituationAnadrask StationHeading to Anadrask station. Central station for asteroid mining off-shoot of the Drask system. Drask is officially annexed by the Empire, but reasonably independent (due to being an inter-stellar civilisation before being annexed), so Anadrask station is remarkably free of Imperial influence and power. Large smuggling trade, which is largely overlooked by officialdom under appropriate profit-sharing schemes. Tsaijix looking to contact old family friend there "Rufo Tarsnik". Trip takes several jumps and a couple of refuelling stops. During this: Nikchub takes piloting tape, and gets handed data pads and parts by Utan to repair and poke at. One data pad (the flat battery one) seems to be purely personal messages, from Alfin Glennga to his family. Messages and pictures all suggest operation going as planned. "Everything going fine", happy photos, etc. Pictures of Glennga family members show light-skin, red hair seem to be the common family traits. Nikchub gets second data pad working by attaching memory to pad with working screen - not ideal match, but workable. More formal reports, and lots of messages in some sort of code. Lots of references to farm animals and fairy tale stories and requests for various specific fruit and vegetables. Some replies about the fruit. No identification. Outgoing messages signed B.G. replies signed S.D.S. Last exchange is very suggestive:
Only one picture on the data-pad - looks like it was taken with a camera near the floor. Sandy-haired, medium dark skin man - doesn't look like a Glennga family member. Utan pursues extra shuttle options with the Ambassador. Establishes that the bus shuttle can be scavenged for parts to power a walnut shuttle, which sounds like a good way of disposing of it. Also looks at possibility of establishing redundant engine and control rooms - is feasible, just need the extra parts. Latte discovers that Ku-na and several of the Mugorakans have agreed to be cloned by the Ambassador as "extra units". The Ku-na units have a different hair-cut (fortunately). The extra units are also being armed with some of our excess weaponry in case of further incursions. Tsaijix spends time examining the strange blinking light cylinders from the At-Yaj bunker. Isn't radioactive, appears to be threaded container of some kind rather than bomb. Biological weapon? Cylinder does give off some heat, so has a power source which is still working, and appears to be maintaining uniform temperature. Reach Anadrask system. Listening in on the comms chatter reveals all seems well and no evidence of strange Imperial visits or other unwanted attention (such as the wanted posters sent to At-Yaj). Language is an issue - Tsaijix can speak some Anadraskian, but is not fluent. Bnarch takes Tier and a walnut shuttle as protection while he goes to visit "an old friend" in the system. Tsaijix contacts Rufo, and arranges for us to dock the bus shuttle at his private docking bay. Ku-na stays on the ship. We take some guns, but leave them in a secure locker on the shuttle. Also take one of the cylinders, in the hope that Rufo can arrange lab facilities. Rufo meets us at dock, is very friendly. Mentions that his son is a member of the council. Rufo generously takes us to lunch, at his favourite restaurant. Knows the owner very well it seems. While there, discussion of local politics. Currently, a strong "pro-Imperial" faction in Drask politics is pushing for more Imperial oversight of Anadrask. This has happened before, but has been brushed off due to Anadrask's ability to police itself. However, there has been a spate of unexplained ship disappearances, which are a problem. 3 significant cargo carriers and 1 security ship have vanished. Not typical behaviour for local pirates, who would have sent a ransom demand. There is a Tribe presence in the system, so speculation that it's them. Tsaijix volunteers us to help, which seems a good way of making friends with some powerful local people, so is the current plan. After lunch, Tsaijix has a talk with Rufo - arranges to send message to his family, and also asks Rufo to arrange lab facilities to investigate cylinder. Latte and Tsaijix go off on the station tour with Sten Vartni, son of the restaurant owner. Get lots of info about history and local politics. Shar, Nikchub and Utan go looking at shopping district, getting prices of ships and parts. Nikchub gets Imperial scanner (which may or may not work) at bargain basement price from a electronics store. After pricing trip, go to local "galatics-friendly" pub to listen for gossip (and, in Shar's case, get quite drunk). Lots of smuggling activity goes on here. Also seems to be a couple of undercover people watching things - could be Imperial or station security. Via Sten, later establish that 1 is Imperial and 1 is station security. Gossip establishes that it's almost certainly not pirates. Also, 3rd ship to vanish was probably smuggling textiles, so suggests people responsible aren't well connected to the station rumour mill. Synthetic textiles from Anadrask are banned on Drask to protect local textile industry, hence smuggling. Head off to spend the night at Rufo's place. Discover the interesting standard that is highly expensive decor on Anadrask station. Rufo has arranged lab time for Tsaijix and we will discuss the disappearing ship situation with Rufo and his son tomorrow. Nikchub wakes up with massive headache, and takes the day off to spend in bed. Contacted by Bnarch - he and Tier found Lizard area abandoned - apparantly recently, (about a month ago) with not evidence of a forwarding address. Arrange that Shar will take shuttle and collect them from the Embassy. Talk to Rufo - will have discussion with his son at lunch. Tell him that Bnarch will be joining us. Rufo also invited his daughter, Shiree, and implies the she and Tsaijix are destined to hit it off. Learn that Rufo's daughter had severe hearing problems as a child, but received implants via a deal made by Rufo's son - presumably non-Imperial out of system tech. Go poke at the cylinder. Evidence is it's something organic cryogenically stored. All evidence is cryogenics still working. No clues to the contents. Decide to put off opening it until after lunch. Bnarch arrives and disables the lab's recording devices. Shar heads off for a drink at the galatic bar before lunch. Is recognised by the captain identified as the Imperial agent (Captain Luvec). Recognises her, but makes an offer. Something of considerable value to him was on the third ship that vanished. If we find it for him, he won't sell us out to Shirov - claims not to be keen on having Shirov tramp all over his hard work, and would prefer to keep him out if possible. Gives details and such of the crate containing the parcel of interest. Lunch with Rufo, his son & daughter. Lots of awkward conversation around Rufo, Shiree & Tsaijix. Bnarch milks Rufo's colonial attitude towards Lizards for all it's worth. Son (Rufo Jr.) has an odd reaction to Bnarch - seems very uncomfortable. Utan thinks it's related to a prior business deal that went sour to some extent (presumably not with Bnarch, but Bnarch reminds Rufo Jr. of it). Maybe related to his sister's implants? Unclear who stiffed whom on the deal (not sure if Rufo is feelings guilty or aggrieved). Learn quite a lot about the disappearances, and arange various details. Shar will tour one of the security ships to get an idea of layout and capabilities. Security ships are more light scouts than heavy combat, so it vanishing without getting a message off requires considerable tech. Disappearances on the route sporadic - ship went through unmolested some hours after security ship vanished, for example. Security ship's beacon should have been pinging every few minutes, but just vanished - either jammed or something else. Sabotage? Hard to tie that theory with apparant lack of knowledge about station politics, but maybe all a complicated bluff. Rumour of smuggling fairly widely known, so attackers don't seem well connected to Anadraskian station. Rufo Jr. reports that third ship disappearance has caused considerable unease amongst several smaller Anadraskian families, much more than would be expected from cargo and textile smuggling. Doesn't know what else was on the ship, but clearly something comparatively major is involved. Disappearance also sparked increased activity among the Imperial spies, but it's not clear how this is related. Ship sizes:
Interesting note - on crew of security ship, Lance-Constable Pondri Amrace. Not pure Anadraskian (brown eyes). Grandfather a galatic - part of the original Imperial expedition to Anadrask station. Sister is Lt. Ruri Amrace, who is willing to act as bait with her ship if it's a chance to find / get revenge for her brother. Learn a fair bit about Shiree - studying biochemistry, looking at protein assemblies, etc. Tsaijix has private conversation with Rufo Jr. Looking to establish long term backing from Anadrask for protection. Head back to the lab. Latte opens the cylinder in sealed room. Organic contents appear to be one single large blob, with curled up tentacles. Thaws out and stands up. Bangs against the glass. Does numbers, and seems to understand primes. Hammers on the glass quite hard and threatens to crack it, so Tsaijix moves to hit the "sterilise unit" button. Creature breaks out just before Tsaijix hits the button - it is somewhat singed, but doesn't seem to be impaired. Various attempts at communication occur - some evidence that creature is mainly interested in scents, rather than sound or vision. Establish that the Ambassador seems to be somewhat familiar with the species of the creature, and, using the suggestion of pouring acid as a "friend" marker, we are able to calm things down a bit. Ambassador is reticent about details of the creature "A long complicated story" and "has a vigorous history with them" are all we get. The Ambassador does advise us to "please not disturb it", but suggests we get it off the station as soon as possible. Contact Nikchub, ask him to bring packaging. He is waylaid by Rufo's daughter, Shiree, and thus arrives with a barrel that previously held pickles and her. Shiree is very impressed by the creature ("it's so cute"). Creature is led into the barrel using acid by Latte, where it folds itself into the barrel. Shar, Utan, Nikchub and Latte ferry barrel back to shuttle. Tsaijix, Teir and Bnarh stay to "explain" things to Shiree. Barrel party survives a potentially embrassing encounter with Sten, and manages to reach the shuttle and head back to the Embassy. The creature is released from the barrel, and attaches itself to the roof. We establish that the sight of guns cause the creature to become agitated. Dock at the Embassy, here we are met by "several" Ku-na units. Creature is led off by a Ku-na unit with a puff-ball, so Ambassador can "attempt to communicate". Ambassador seems quite impressed by creature: "A very efficient life-form". Tsaijix interested in exprimenting on another cylinder (as is Shiree), but rest of the party nixes this idea for now. Return to station with Ku-na added to party. Shiree and Tsaijix go to dinner, and discuss options about obtaining a second cylinder. Tsaijix explains inability to obtain one easily as needing to go through "a friend". Shiree offers a genetic databank, which, when contacted, the Ambassador is interested in. Latte takes Ku-na on a tour of the station with Sten as a guide. Ku-na appears to have a really good time. Rest of the party go to inspect the security ship we have as possible bait. Met by the woman from the bar - is Anadraskian Secuirty Officer Amarce. She is very keen to help crew the mission. Study of the ship reveals robust comms system, so likely not jammed, but rather destroyed. System is shielded, but little redundancy, so planted EMP or similar attacks could be responsible. Shar hides a braclet on the bridge as an extra tracking option. Interesting notes:
Shar returns to the Imperial bar and has further conversation with Captain Luvec. "It's not us, I assure you". Luvec gives her Imperial comms beacon / tracking device. Reveals that he had similar beacon on security ship that went missing, which was active after Anadraskian beacon was lost, but lost track of ship when it went out of range. Sent one of his own security ships to investigate - that also went out of range and has not returned. Provides Shar with a receiver for the Imperial beacons. Nikchub adds backup comms system to our bait. Tsaijix spends the night at Shiree's apartment. In the morning, we get a small briefcase of money out of Rufo Jr. as an advance to equip us for the mission. Bnarch gives 20% of the advance to Latte, who goes shopping with Ku-na. Buys various useful things, such as medical supplies, and metal-working tools for the Mugorakans, as well as a few other items. Various bits of zero-G equipment purchased as well. Discussions with the Ambassador about the creature (now called KC, for Killer Calamari), not very informative, but cordial relations seem to have been established: "Have made friends with this one". Party is split for the actual expedition:
The Embassy heads off first and arrives about 12 hours ahead of our bait ship. Find some debris at the point that the lost security ship turned off. Utan collect a coffee machine and a shirt from the debris. Bnarch, looking to repair coffee machine, discovers a note stuck in the machine: "Systems dead. Abandoning items to leave trail. Being towed along vector X, Y, Z", which more-or-less corresponds to known course of the ship. Head to where we calculate stuff was jettisoned (point X). Find more debris, including a note saying "ship appears to be white ceramic". Ambassador doesn't know anything about the ship, but KC indicates some connection he/she/it doesn't want the Ambassador to know about. Bait ship arrives, and follows debris trail. Much preparation for land war on the ship and similar things. Ambassador hovers some distance away, while bait ship reaches point X. Ambassador picks up another ship, largely organic composition, approaching bait ship. Bait ship doesn't detect it at all on it's sensors. Latte is standing guard on ship exterior and can get visual confirmation of the approaching ship quite soon, although it's still hidden on the sensors. Battens down torpedoes for possible EMP blast and hunkers down. Projectile of some kind is duly launched, and EMP blast disables bait ship, including backup comms circuit. Tsaijix is able to repair backup comms circuit. Only 1 torpedo survives the EMP blast. As alien ship approaches, Latte can see that it is covered with larger, white versions of KC (approx 5 times KC's size). Ambassador doesn't take this news well, and wants to leave ASAP. Unwilling to fire on the approaching alien vessel, as afraid of revealing itself to the "Mothership", which must be present somewhere nearby. The evacuation. Latte aims working torpedo at ship to slow it down, and Tsaijix and Latte use remaining torpedo and working comms system to rig bait ship to explode. Entire party heads away from bait ship using remnants of cannibalised torpedo. Lt. Amrace is dumbstruck by sight of alien vessel, and is catatonic for rest of the rescue. Bnarch takes military shuttle to collect everyone. The rigged bait ship successfully blows up and damages, but doesn't destroy alien ship. One of the large KC-like entities is flung towards the escapees, and attacks them. Latte and Tier shoot it. It is hauled back to the Embassy for the Ambassador to study. Return to Embassy for much discussion. After some discussion and complex passing of information between KC and us via the Ambassador, the Ambassador creates a voice box for KC. Various relevant facts:
KC reveals that the Ambassador can produce pheromones which will hide us on the Mothership, since the creatures aren't that vision based, and a poison that will at least serious inconvenience, and possibly destroy, the Mothership. Non-organic items, like Luvec's box, have probably not been destroyed yet, so might well still be salvageable. KC has a plan - sneak in, using the ship that will arrive to collect debris in the near future, get items of interest, poison Mothership, sneak off in alien scout ship. The Ambassador, Bnarch and Tsaijix regard this plan as total insanity. The rest regard it as only somewhat insane, and, as Lt. Amrace, who has recovered from her earlier freeze, wants to go look for brother, and Tier seems keen on causing trouble for the Convergence, plan is approved. We wake the other KC elements - plan is for 11 elements to accompany us, and the 12th (and 1st awoken), to remain of Embassy to act as link. Party is 11 KC's, Shar, Latte, Nikchub, Utan, Tier. Take stealth vessel, and various weapons (generally all lightly armed). Pheromone bandoliers are created. The Ambassador tells us we have 73 shots, which should be enough for a few hours. Gearing up montage. Paint everything white in substance produced by the Ambassador, take along a selection of small arms in case of need and a barrel of poison which will hopefully kill the Convergence Mothership. Sweet talk Bnarch into giving the party a lift most of the way to the wrecked Convergence scout via the military shuttle, and coast in the rest of the way. Pheromones appear to work as expected, and a couple of puffs from the KC's ensures we can land undisturbed on the surface of the scout ship and wait. After some 20-30 minutes, scout ship is collected and towed back to the Mothership. Mothership is big - volume exceeds that of the Embassy. Design similar to scout ships - spines at ends, etc. Damaged scout is towed to an entrance on the Mothership, and pulled inside. Once inside, Nikchub's detectors light up with a signal from Luvec's beacon, somewhere towards the middle of the ship. Damaged ships are towed into a large hanger'ish space, with a huge funnel in the centre. Lots of hive-spider/squid around, of varying sizes. KC warns that the smallest ones have good visual senses and should be avoided. Ships are manipulated to be dropped down funnel. During this manipulation, Nikchub falls, and Ruri Amrace grabs him, but then loses her footing. They fall someway short of the funnel, losing their pheromone collections along the way, and are promptly grabbed by the hive squid. They are last seen vanishing into a small hole in the wall. Damaged ships are dropped down the funnel and come to an abrupt stop. It is very dark. Utan gets thrown off and lands on some very decayed organic thing, which is later established to be a human corpse. Via KC, it's established that this is part of the mothership's digestive tract. The damaged ships have landed on other ships. Immediately below us is the previous lost security ship, then there's an Imperial vessel (police/ grey ops in-system ship), presumably Luvek's, then the lost freight vessels and so on. Since these haven't been digested, prospects of finding things look OK. Garbled message from Nikchub via the bracelets. "In some sort of medical facility...". Bracelet indicates that he's stopped moving, so hopefully will be able to rescue him on the way out. A cursory inspection of the security ship reveals no personnel and a couple of corpses. No evidence of Pondri's body (based on name-tags), but nothing to establish that he is alive. Noises heard from the Imperial ship. A KC element goes to investigate. Result is discovery of one very frightened, armed Imperial soldier, and loss of one KC element. Soldier is Lt. Loren Enkin, who is trying to repair the Imperial ship as his way out. Various discussions of how to proceed. During this, we establish that Lt. Enkin works for Luvek and has the box of interest. Interior of Imperial ship is rather bloody, and corpses have been stored in one of the rooms. Structure seems sound, though, and should still be space-worthy. Ship is identified as being the Albatross. The Plan:
The 3 KC elements head off, and return in due time without the barrel. KC reports no problems with this part of the plan. Utan establishes that there were a few insufficiently protected wires that need to be routed around after the EMP damage. Starts canabilising stuff from the life support system, as some rooms can be cut out of the system without harm for our immediate needs. Also canabalises shielding, to protect against another EMP blast after repairs have been completed. Utan equips Lt. Enkin with a flashlight and spends much of the next while wiring stuff together and yelling at Lt. Enkin to point the light over here. The rescue party heads off, following tunnels heading more-or-less in the right direction (as indicated via bracelet). They have one scary encounter with a very large hive-spider/squid barrelling down a narrow tunnel, which forces them to take sudden evasive action, but causes no long term harm. KC leads them past a hive-spider/squid feeding station (tree-like structure covered with hive-spiders seeping liquid). KC sends an element to sample the contents and pronounces that the Mothership has recently replenished its mineral supplies. On exiting the room with feeding chamber, the party almost stumbles over a small hive-spider/squid. KC eliminates this (by eating it), and explains that this won't cause undue comment as such elimination of damaged/diseased units not unusual. Led down a narrow tunnel to the room which houses Nikchub. Room occupied by 3 large hive-spiders, 7 medium (KC's size) and 8 small. Fleshy central pillar has 3 human figures attached to it via a webbing of some kind. Looks like veins. Establish the one of the 3 is Nikchub, who is able to weakly bang against the central pillar. Based on appearances, the other two seem to be Ruri and Pondri Amrace. The room as two entrances, the one with the party, and one on the far side of the room. Plan:
KC heads off with explosive. Is successfully placed, and, when blown, draws off 6 small hive-spiders. 3 KC elements go to free the humans, 2 other elements eliminate the remaining small hive-spiders. The KC element with the voice box stays with the rest of the party. This whole incident rather strains the credibility of our disguise and the party is attacked. A couple of medium hive-spiders are shot, but it requires a number of shots to disable the first large hive-spider. Tier takes a blow to the chest in the process, which doesn't seriously hurt her, but does damage her space-suit. Latte blows one of the entranceway charges to disable a second large spider. Nikchub and Ruri are cut free rather easily, but seem to be unconscious. Cutting Pondri free requires considerable more effort, and it appears that he's much more hooked up to the Mothership, as he bleeds after being cut free. Net loss of 2? KC elements in the conflict, due to attracting unwanted attention from the other hive-spiders. Once all three are free, the hasty retreat happens. Latte blows the last charge to help slow down pursuit, and KC leads the party back via a different route. The is one much pheromone spraying dash through a room of large hive-spiders, which allows the party to make it to a small tunnel leading into the digestive tract before the large hive-spiders can fully react. Very acrobatic entrance into the tract, with KC catching the humans as needed, and then the party heads back to the Imperial ship. Tier goes off to fetch her stealth glider from the damaged scout ship. Utan is largely finished with repairs at this point, which is good, as hive-spiders start arriving shortly afterwards. Pondri is bleeding quite badly, so there is much bandaging and occasionally duck-taping to plug leaks (largely by Latte). This all manages to stop most of the bleeding, but genuine medical attention is desirable. Everyone boards, and Utan attempts to switch on. Fails, which causes Utan to hastily unbolt a critical circuit to check a connection, and fix it. Ship successfully starts, and Shar attempts to take off. Lt. Enkin uses the ships weapons to clear a path through the debris, and take-off is successful. Exit from the Mothership is uneventful. There are some large hive-spiders attached to the Imperial ship, but these are surprisingly easily eliminated once we're away from the Mothership. Suggests the poison may be working. Head back to the plane of the system, but don't head close to the Embassy. Arrange for Bnarch to collect Nikchub and the Amraces and take them back to the ship. Also send back one of the hive-spider/squid corpses from the exterior of the ship so the Ambassador can examine it. Looting bits of the Albatross produces a few Imperial guns, and an unmarked hypno tape of unknown purpose. Lt. Enkin delivers Luvek's box with a warning that it's better not to get involved with the situation and just flee. Asks to be dropped off at a mine some way away from the station so he can disappear. Box contains printouts of the "very private, not for public disclosure" financial records of Anadrask. Reveals the Anadrask has been significantly short-changing Drask for quite some time, and the political ramifications of this getting out are unlikely to be pretty. Much debating about what to do with the contents. Eventual conclusion, without complete consensus being reached, is to contact Rufo and arrange to pass box over to his son, as being better equipped to understand and deal with this. We drop Lt. Enkin off somewhere and head onwards. Tsaijix contacts Rufo and arranges a very cloak and dagger rendezvous: "wait here for further instructions and ensure you're not followed". Rendezvous happens. Rufo, Rufo Jr, and Shiree are present. Rufo jr. is very taken with the box contents as will give significant leverage against the families trying to sell the info to the Imperium, as well as the families responsible for the fraud. We also tell them about the possible Hive presence in the system. All things considered, they take it quite well. Rufo Jr arranges for us to be able to collect some rare earth ore from one of the mines as a portable form of currency, since we're unable to return to the station at the moment. Deal is struck, and they head back. Start heading towards mining station to collect details. Head quite slowly, with some shuttling of personnel back to the Embassy. Utan spends time assessing damage to newly acquired Imperial ship and seeing what needs to be replaced of circuitry knocked out by EMP. Probably about 1/3 of non-backup system salvageable. Latte decides to spend time with Ku-na. Nikchub wakes up in the Embassy. Discussion with the Ambassador has the Ambassador theorise that the Convergence mothership was intrigued by the tissue the Ambassador left in Nikchub's head. Nikchub takes this quite well. Ruri and Pondri are kept under for the moment as they were more integrated into the mothership. The Ambassador thinks Ruri will be fine, but is much left forthcoming about Pondri: "Physically, he should recover". End of shuttling has Latte & KC elements on the Embassy, and everyone else on the new Imperial ship. Nikchub starts surveying for bugs, and discovers several tracking markers. Bnarch finds the first one on the corpse of the captain, and it is disabled. Attmpting to fnd bug in the mess hall turns up a number of useful supplies. The Ambassador informs us that a similar imperial ship appears to be tracking us. An attempt to bluff our way past via Shar's imperial skills reveals that Luvek is on the ship and wishes to chat. Seems that Luvek is aware of our dealing with Rufo, and who we are, but wants to keep info away from at least some of the crew on his ship, as there's some convoluted discussions. Eventually we arrange a paranoid meeting on the mining station. Send Tier and Shar to meet, with Bnarch on the shuttle to act as glorified watchman. Mining station has one very old tug and a docked in-system trading vessel (essentially shuttle with extra cargo space). Shar & Tier are shown to the mess hall. Shar orders coffee, which she then seasons to her personal tastes. Luvek and a Lt. Commander (presumably commander of the ship he was on) arrive. Some discussions follow. Luvek disappointed with our double-cross, but regards outcome as manageable. Says he's willing to let things be, and will allow us use of the Imperial Ship (will refrain from reporting it, etc.) Generally seems surprisingly OK with our actions (this is NOT GOOD). Luvek gives us a map of the tracking beacons on our adopted imperial ship. Discussion is interrupted by a group of lizards trying to rob the mining station. Two lizards instruct everyone in mess hall to drop weapons and give codes to their respective shuttles. Mess hall crowd complies. Bnarch, warned via eavesdropping via bracelet, greets boarders with gun and much diplomacy follows. Lizards are following Grishnak, son of Kraf-Gruthli, who is the person who owes Bnarch money. Kraf-Gruthli has vanished, and his band has split between his son and adopted daughter. Evidence is the daughter got the better of the deal, as Grishnak's minions aren't the most competent. Grishnak simplifies matters by failing to ask Luvek about security systems, and thus has Luvek's shuttle explode in his face, eliminating Grishnak and the party's engineer. Luvek's companion makes use of the consternation this causes the two in the mess hall to eliminate them very efficiently. Tier is happy enough to watch a fellow craftsman at work. Bnarch upgrades his debt to an oath of fealty owed to him under an assumed name, and commandeers the surviving 3 minions and their ship. Commandeered ship had already stolen our promised payment, so we leave Rufo's chit behind (although not without some discussions of the merits of keeping the chit for later use). Bnarch has minions do busy work to keep them out of trouble, but they manage to reduce their number to 2 via some careless cargo handling. Bnarch uses this opportunity to sentence them to being impounded on the old Tribe base in the system, leaves them there, and contacts Rufo Jr, as he is the person most likely able to contact Karf-Gruthli's daughter. Finding remaining tracking beacons goes well, and Luvek's info is helpful and appears complete. All the newly acquired ships meet up with the Embassy. Bnarch is able to pilot the Lizard vessel into the Embassy, while we arrange for webbing to strap the Imperial ship in place for jumps. We give 10% of the mineral cargo to the Ambassador to replenish supplies, and donate a bunch of genetic materiel to the Ambassador from the Imperial ship. The Ambassador seems most happy with the gifts. Planning for destination:
Some discussion about whether to wake Ruri and Pondri before jumping. Decision is to wake them (Ruri first) after jumping, as we're unsure of Pondri's condition and want to vet things more. If needed, hopefully we can toss them off at our next stop with funds to get back. |