City of Spires and Strife (Episode 27)

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City of Spires and Strife (Episode 27)

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With the information planted on Seedoneo in the Black Sun's computer network and the decryption completed which identified the Nikto turncoat as Kaa’to Leeachos, the time now came to finish their task for the Pykes. They needed to bring Kaa'to in.

The next location the trio visited was the Spyder. The Spyder has earned a reputation among the gamblers of the city as a place for large payouts and larger sources of information. Many high rollers frequent the sabacc tables to make their fortunes—and more often lose them.

The sights and sounds of the Spyder are similar to those of many sabacc parlors, with a central pit of card tables surrounded by various electronic games. The establishment is crowded and noisy; the cheers that accompany winning hands and lucky rolls ring out across the room. Behind the bar, a two-headed Troig deftly passes out drinks using all four arms, chatting with down-on-their-luck gamblers or himself intermittently. A quick scan of the room shows that the Nikto bounty hunter is not here, so the team would have to rely on the various patrons and employees for information.

The right and left heads of the Troig bartender, Pillaat and Nerro, have worked at the Spyder for many years and are very familiar with the regulars. The Troig loves to discuss the comings and goings of the city, especially the underworld activity, and is quick to share some gossip after a few credits pass his way. However, once inquiring about Kaa’to, the Troig’s two heads exchange furtive glances and seem slightly on edge.

Pillaat informs the crew that the bounty hunter is very quick to anger and has injured a number of customers over games that have not gone his way. He avenges these losses outside the establishment, to keep from negatively affecting his admittance into the Spyder. Nerro also shares that Kaa’to owes the Spyder’s owner a great deal of money and has only recently begun paying it back.

Asking about the owner, Korsin Fenn, a male Bothan runs the Spyder. He can be found here most nights, overseeing the operation and resolving any disputes. He is a reserved individual. Cohr makes a point of approaching and discussing some things before asking about Kaa'to. Korsin Fenn is very reluctant to divulge any information on his clients. He explains that maintaining strict confidence is necessary to keep patrons coming back. Emphasizing that Kaa’to has already forfeited his privilege of privacy by betraying numerous employers and owing the Spyder some credits, Fenn seems to be swayed.

Fenn decides to loosen his lips. He reveals that Kaa’to’s debts have increased greatly due to a bout of bad luck two months ago at the sabacc tables.
He now owes the Spyder close to 20,000 credits, and he has become desperate to find new sources of income to alleviate this debt. Fenn banned Kaa’to from the Spyder until the debts are paid, though he is becoming increasingly worried that he will never see his money. The Nikto did offer Fenn a shipment of spice to offset his debts, but Fenn wants nothing to do with that business.

When Cohr suggests that they try to set up Kaa'to by pretending to be a buyer, Fenn agrees to help the trio by passing along word to Kaa’to that
he’s found a buyer for the spice shipment. He offers 1,000 credits to split if they successfully lay a trap for the bounty hunter and make an example of Kaa’to to other debtors. Korsin Fenn also tells the PCs that the spice shipment Kaa’to offered was bound for Black Sun, which is another reason Fenn thinks it’s too hot to take himself.

Kaa’to is extremely dangerous and known for using any means necessary to achieve his goals. The double-crosser is quickly making a great number of enemies by turning on his former employers. Fenn speculates that it won’t be long before Kaa’to betrays Black Sun, and he wonders aloud if perhaps the organization should be made aware of this fact. The Bothan has no particular love for Black Sun, and, if the crime syndicate would send some thugs of their own to investigate, it could help whittle down the Nikto’s firepower and strength.

Fenn points out a group of Black Sun members, including an influential underboss, playing sabacc at a nearby table. Perhaps someone would like
to be dealt into the game? While Cohr and Xander were rubbing elbows, Roona was doing one of the things she does best: play sabbac. She managed to win about 700 credits on the low stakes tables and was asked to move up to higher skill tables because she was discouraging all the other players.

To properly be allowed to join the game of sabacc, one must pay a 250-credit entry fee. This is the starting ante for this table and goes straight to the sabacc pot. Two spots remain open at the Black Sun operatives’ table. The Falleen underboss is dismissive of any newcomers to the game, convinced that his gaming prowess is unsurpassed. Two humans, an Aqualish, and a Weequay are seated alongside him. When asked, Fenn indicates that one of the humans and the Aqualish are also members of Black Sun.

Attempts to strike up conversation during the game are rebuffed by all players at the table. Their focus is on the game; the players do not have time for pleasantries and discussion. Roona plays her typical game of deceit, talking to herself as though she is new to the game and doesn't fully understand it. This plays to her advantage and she wins the first two rounds. She plays well, but the cards are with her this night and the random flipping of the cards plays into her luck. The Rodian scout wins eight of the first eleven hands and the others are starting to get disgusted.

The Falleen makes motions to leave the table. He then calls to have the house prepare his winnings for transport. At this point, Roona speaks up and mentions Kaa’to and tries to convince the Black Sun underboss that the bounty hunter is going to turn against the organization. This gets the Falleen's attention and he and his group sit back down, impressed with her gambling success and introduces himself as Verannis.

Roona speaks in hushed tones. She makes their case for the Black Sun to distrust Kaa’to and cite their own experiences with his conduct. She is careful not to reveal their direct link to his activities, or Verannis could deduce their role in the break-in. Satisfied with her exposition, he dispatches his guards to seek out the bounty hunter and bring Kaa’to before him at his headquarters. He curtly thanks Roona and leaves.

This encounter may have not been the most successful, but they did acquire information and put a bit of a squeeze on their quarry. That might help drive him out into public again.
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Re: City of Spires and Strife (Episode 27)

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That visit completed, the Archelon crew decided to check out the Umbra club. This would turn out to be a location drastically opposite from the luxury and excitement of the Spyder. Located in Sector 1459 of the city, the Umbra Club is a cantina and nightclub that caters to a less-than-upstanding clientele. A frequent haunt of death stick dealers and addicts, this club is not on any must-see lists in the galactic travelogues. The elaborate holovids outside the club portray it as an upscale dancing establishment, though that is far from the truth.

As soon as the trio enter the cantina one notices the smell; the combined odor of stale liquor, burning death sticks, and other rank substances washes
over you. Inside, a collection of sparse tables, half-broken chairs, and tattered couches adorns the main room. A series of private booths line the right
wall, each with a ragged curtain pulled shut. In the center of the room, a large, brightly lit dance floor pulses with colored lights in an almost hypnotic
pattern. A handful of patrons relax at various tables and couches, all lost in their own reveries. Behind the bar, a gruff Gotal slings drinks to a group
of humans clustered at one end.

Cohr and Xander get more drinks, while Roona watches with a wary eye. The Devaronian is unfazed by the liquor from the previous establishment and new drinks here due to their metabolism. Xander however was starting to feel the effects of the strong libations.

Omacala, a Gotal who cares little about what goes on in his cantina as long as he is paid for the drinks, runs the place. At first he is not inclined toward idle gossip. For the right price, however, he is willing to share some of his information. Passing on a number of extra credits for the drinks, the Gotal loosens his tongue.

Omacala shares his knowledge about the Black Sun and its minions. In addition to the organization’s long-standing stake in the spice trade, Black Sun seems to be expanding into the illicit arms trade, especially now that the fledgling Rebellion has emerged as a new buyer and its attacks are beginning to chip away at the Empire’s supply. The Gotal refuses to discuss Black Sun any further however, looking furtively about the room. More specifically however, the Gotal has seen the Nikto bounty hunter in the cantina recently, meeting with a skittish death stick dealer named Speng. The dealer is here now, in a private booth conducting a transaction. Omacala explains that Speng's death stick dealings provide him a decent income, and he does whatever he must to maintain his lifestyle. He is constantly on edge and very nervous, so he recommends to be careful how he is approached.

There are two large guards standing outside Speng's booth and they tell the team that he is busy with a client and they will have to wait. Cohr feigns that he is looking for a deal of his own. Roona keeps some distance and watches the room in case anything starts to go awry. As Cohr steps in on Speng at the end of his deal, they find him with a hollow-eyed human female who is handing over a small stack of credits for a black pouch. She quickly scurries away when he enters the booth.

Speng is a well-dressed human male of slight build. As the conversation starts with calmly discusings the bounty hunter, Speng remains on guard. "Kaa’to? Yeah, I know Kaa’to. Comes around here sometimes to move merchandise he acquires on his jobs. He likes the sabacc over at the Spyder, and I hear he owes them a lot of money. That’s why he always brings me valuable objects he finds on his jobs, since I like the finer things, you know."

The Devaronian questions Speng further and while initially unwilling to give up more information, he relents. "Fine! I know where he stays. He’s been known to hole up somewhere around the kelerium processing plant in Sector 943. It’s an out-of-the-way place that no one is supposed to know about. He stays there when he’s on Coruscant so he can work without prying eyes on him. That's all I know."

Without much more reason to remain at the Umbra club, the Archelon crew moves on once more.
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Re: City of Spires and Strife (Episode 27)

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From various bits of information, it can be gleaned that Zelcomm Tower is a front for weapons smuggling operations. Rising above the crime-ridden lower levels of Coruscant, Zelcomm Tower is the home of Zelcomm Industries, a small shipping company specializing in cargo deliveries to the Outer Rim. It is a dark, foreboding building, lacking the lighting and flair of standard skyscrapers found in the Imperial capital.

Looming over its surroundings, the Zelcomm Tower is home to a shipping company that delivers goods between the Core Worlds and the Outer Rim territories. Its headquarters in Sector 1265 is bustling with visiting clients and traders during business hours, but now the place is dark and apparently
closed for the day. Nevertheless, there appears to be some activity going on around the building under the cover of darkness, and a small shuttle departs from an upper docking pad as the team approaches.

The building appears deserted from the front. However, on the side of the building is a blast door that leads to a maintenance hangar. There is a speeder truck here and several individuals unloading the crates from the speeder onto repulsor sleds. Xander goes and approaches the men, pretending to be looking for work. They rebuff his advances however and suggest he return during business hours and apply at the front desk.

Unsure of what do to next, as the hangar is closed up and the speeder moves off, there is a brief signal on the comms. "Up here," Roona indicates quietly. Four stories up, a small terrace overlooks the city. By the time Cohr and Xander make it up to the terrace, Roona has already circumvented the lock to the door into the building. The trio cautiously prepare to enter.
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