Reluctant Treasure Hunters

Robot Parade
into the Geonosian catacombs

Sovir talks to Sammuck and translates for the crew since Sammuck doesn’t speak basic. Sovir tells Sammuck that the crew wants a ‘gem’ they know he has. Sammuck knows of the gem and says it’s in his old workshop on Geonisis.
Saziall tells the group that may be a problem. Last anyone has heard Geonosis was raided by the empire, and is most likely under imperial blockade. in addition, the Geonosians lived in underground maze-like catacombs. Sammuck assures them that his workshop was, and still is, very well hidden.

They get to Geonosis and bluff their way past a lone Star Destroyer in orbit around the planet. Once they land, they enter the Geonosian catacombs. Sammuck leads them to a hidden area, under Sovir’s watchful eye.

They find many old battle droids from the clone wars, and Sammuck activates some of them in an attempt to escape. The crew fights the droids and tries to subdue Sammuck while Artemis tries to shut some of droids down. They Shut down some of the droids, destroy the others and then raid Sammuck’s workshop. They pack everything not nailed down into their ship, and hide Sovir in the husk of a super battle droid. They get the gem/key and leave, but are stopped by the Star Destroyer who ask to search the ship to make sure they don’t have anything they shouldn’t.

Admiral Dolph Corandel has his troops search the ship. He says there’s two problems, all the war droids they have are illegal, and they broke a Geonosian out of prison on Dathomir. He says that he is a reasonable man though, and will leave them with one droid to keep as a ‘security droid’, and some of the broken droid parts if they each pay the 150 credit ’export fee. He will take Sammuck back to prison, after he shows him where these previously undiscovered droids came from. Last they will have to do a job in service to the Empire in exchange for clearing their record. The crew agrees (not like they have a choice) and head back to Ord Mantell.

"Bullet With Your Name On It"
Finding the real Sammuck

With the threat of Dathomir behind them, the crew decides to head to Ryloth to sell some of the less than legal gear they have been lugging around. They find a shop that seems to have everything they need. After some negotiating he warms up to them and they get the supplies they need, while selling the ones they’d rather not be caught with.
They get back to the ship and finally start talking to the phony Sammuck to find out what exactly is going on. He explains that his name is Content Not Found: sovir_. After the clone wars, they arrested Sammuck and several other high ranking members of the SeparatistSystems. Sammuck figured the new Empire couldn’t tell Geonosians apart, and sent him in his place. The subterfuge worked and he’s been in prison for decades. He mentions that he would be happy to help them find Sammuck so that they can get what they want from him, and then he can kill him. The crew ask him to maybe hold off on the murder until they can get what they need from him.

The team pieces together that Sammuck (the real one) is working for a Hutt named Zorcha, somewhere in the southern hemisphere of Toydaria.

They arrive with no problems, but Sovir grabs the first guy he can find buy the neck and ask where to find someone working for Zorcha. The gentleman, although surprised, stays cool enough to mention that everyone here works for Zorcha, look around and pick someone. Sovir points a blaster at the mans head and asks again, saying that he’s looking for someone that looks like him. The man is understandably more forthcoming with information, and directs them to a teddy bear shop across town.

Once at the bear shop, the crew ask Sovir to take it easy. He says that they aren’t going to get Sammucks hi-tech gadgets unless they use force, this is hutt-space after all. (it is at this point the crew realizes that they are not after what Sovir thinks they are.) The lone shop owner is easily coerced into telling them that Sammuck is downstairs, but to be quiet. Curtain Call easily sneaks downstairs to find Sammuck at a workbench, with two Weequay bodyguards in the room. Crash also attempts to sneak down, but steps on a teddy bear, activating its voicebox, alerting the bodyguards. The guards tell the girls that Sammuck doesn’t have visiting hours, and that they better leave. Curtain Call says we didn’t ask, and starts a fight (like she does). The battle doesn’t go well for the crew, even when Shara and Showtime join the fray, but the tide turns when Sammuck finishes a blaster he was working on, and shoots one of the guards in the back.

The crew finishes off the guards, grabs Sammuck (except no substitute) and leaves Toydaria before anyone has time to follow.

"Do Your Time"
Breaking out of jail . . again

The crew learns from Madge that a Geonosian named Sammuck has the next key (he just thinks it’s a gem). He was a CIS engineer during the clone wars, but no one has seen him since. Rumor has it that he is in prison with other war criminals.
The crew learns that there is a secret Imperial prison on Dathomir, and heads there, figuring it’s the only lead they have.
They arrive to Dathomir and bluff their way past an Imperial space station orbiting the planet. They land and learn the location of the prison from some of the natives witches.

They split up, some staying in the speeder truck ready to go on a moments notice, while the rest head into the prison. They are welcomed inside by the warden (after checking their weapons at the door), finding the security oddly lax. They do find Sammuck there, but before they can talk he says that he already knows what they want. He says that he will tell them what he tells everyone, that he’s not who they are looking for, but he can take them to the real Sammuck if they break him out. They have no choice but to believe him, but are curious as to how they can get him out.

He tells them that security is sparse because very few people know this planet exist. Even if you find it, you have to get past the space station, and the Nightsisters, and survive the jungle and its fauna. He says there are only a few troopers to get past, after that they just have to run very fast. This is all assuming they have a ship, because no one can survive the jungle.
They leave the prison, with fake Sammuck lurking far behind. As soon as Curtain Call gets her gear back, she tosses a stun grenade towards the warden and guards. The warden uses his guards as a shield, and the crew all run for it, with the fake Sammuck following behind. As they leave they hear the warden yell, ‘Let them go, the jungle can have them! Sound the alarm.’ As Crash, Showtime, Curtain Call and ‘Sammuck’ head for the speeder truck they do hear an alarm, then soon realize that less of an alarm, and more a beast call. Just as Shara, An’d and Sazaill head out of the jungle in the speeder truck, so does an adult rancor. Faux Sammuck is the first to the speeder. He yells back to the rest, who are uselessly pouring blaster fire at the rancor, “Save your fire. This is the part where you are supposed to run!” The rest of the crew barely make it to the speeder, and the team heads back to Dodge. As they leave the atmosphere it’s obvious that the space station has been put on alert, but they manage to escape with some great piloting by Crash, and a little luck.

“What’s New, Pussycat?”
The Nexu Hunt

The team heads to the underworld of Coruscant to find Boc Tyr, an infamous Black Sun gangster. They head down to the seedier lower levels of Coruscant and work out a deal to get the statue. Boc would like a baby nexu to train as his personal bodyguard. He offers to trade the statue for a nexu cub.

The crew only knows of a few places to get a cub, but they decide to head straight to the source, the jungles of Cholganna.

As they head back to the spaceport to leave Coruscant, they notice heavy Imperial activity. When they board their ship they see why, they find a stowaway aboard. The woman hands Sazaill a small blue cube, urges him to “keep this safe” and escapes. She is immediately followed by Stormtroopers, and a hooded woman dressed in all white leading them. The team decides to leave before anything else goes wrong.

The team arrives at Chalgonna without incident, and heads into the forest to search for a baby nexu. After interacting with some wildlife, and fighting off a large mother, they emerge with two cubs in tow.

When they land back on Coruscant to make the trade, the hooded woman is waiting for them with a squad of storm troopers. She ask about the stowaway from earlier. The crew claims they know nothing about her, and agree to have their ship searched (after they hide a few choice items). When the search doesn’t reveal anything they are looking for, the troopers let them go. They head back to the lower levels and make their trade with Content Not Found: boc-tyr(keeping the second cu for themselves). They get the statue, and have to destroy it to get the 4th key.

As they return to Ord Mantell, Ears contacts them and ask if they have any info to trade. They mention that a certain member of Black Sun has a new nexu for a bodyguard. Ears then ask if they heard anything about a bank robbery while they were on Coruscant. Ears goes on to tell that someone stole something from the Imperial archive there. They aren’t saying what it is, but are doing everything they can to get it back.

At this point, they decide to take a closer look at the cube. They can’t be sure, but they think it’s a Holocron, an ancient data storage device for force users, mentioned when people tell tales of Jedi, or theSith.

"The Distance"
The Big Race Day

The team takes Sunny up on her offer and enter her less than legal swoop bike race. Crash, Artemis, Shara, Showtime and Curtain Call prep the bikes they have and head to the starting line. Once the competition starts, they quickly notice the race isn’t exactly fair. Meanwhile Sazaill manages to learn from Sunny’s 2nd in command Grinder, that the whole thing is a ruse to rob badly injured racers. He agrees to help them fight off Sunny because he just wants to get rid of her. Curtain Call wins the race, the crew wins the ensuing fight with Sunny and her thugs, and they retrieve another key.

Battered and bruised the team heads back to Ord Mantell, but they get held up by delays at the spaceport when trying to land. While holding, Ears, the spaceport’s communications operator, calls the group and ask if they have any information they would like to trade (She has info for them, but wants information in return). They offer some stolen info on CorSec, and in exchange she tells them that her boss is mad as hell, Iella escaped from custody leaving him with tons of extra work he never wanted in the first place. He blames the team and he’s passive-aggressively taking it out them. Also it turns out Iella works for a group or pirates called the Natural Disasters. Ears also notices that they are in a larger ship than before, and ask where the Knowledge Hunter is.

The crew finally gets clearance to land and heads to Madge’s place for tea and scones. They learn the next key is hidden in a statue of a nexu, and it’s owned by a Black Sun gangster on Coruscant.

"Take the Money and Run"
Robbing Banks for the Greater Good

The group makes it to Corellia, and picks up Artemis, An’d and Showtime.
They ask Artemis if she can slice the computer locks on the crates they took from the smugglers warehouse on Ord Mantell. They end up with new gear, some legal, some not.

Then the group contacts Eskol, the mercenary with the necklace they are looking for. He mentions that he did have it, but he lost it in a bet to a swoop racer named Sunny. They buy his old swoop from him (figuring it may come in handy), and head to the edge of town to find Sunny and try to get the necklace. She tells them they are in a racing club, if they want the necklace, they will have to race her for it. She offers to put the necklace in the pot of an upcoming race, then they can enter and try to win it.

As they leave the club to rest until the next race, they are confronted by a large squad of Corellian Police. Their Captain, Kira offers them a job in exchange for clearing their names for their prison break out. She wants the crew to test security at a new facility, if they can break into a bank, and get out with an item, and some data, she’ll clear their record. If they get caught, she doesn’t know them, and they go back to jail. If they hurt anyone during the job, they go under the jail. Figuring their options are limited, they take the job.
They complete the ‘heist’ with a less than satisfactory but passing score. Kira pays them with 4 decommissioned police speederbikes, and 7000 credits.

Crash mentions that she has had a ship in impound here since the bar fight and oddly enough, it’s 7000 credits to get her ship out of impound. They get her ship, and prepare for the race.

"Art Is Hard"
Separating Artifacts from Forgeries

An’d, Artemis, Showtime and Content Not Found: gunther (who was hired for extra muscle) take off on a side job from the museum An’d works for. They are hired to intercept some goods going to an exclusive auction house, and verify their worth. The seller isn’t letting anyone else look or inspect the items before the auction, so this has to be done quickly and in secret. The museum will pay An’d for every item of value she can tell them to bid on when they get to auction.

Artemis is able to open many of the high security crates, but many of the items turn out to be fakes. They are attacked by pirates in transit, but successfully murder them all defend the ship. Their pilot drops them off at a junkyard in a seedy part of Corellia, and they are ambushed by some local punks, that they easily fight off.
Then they call the rest of the crew and ask them to meet them there and regroup.

"No Good Deed Goes Unpunished"
Fighting Spaceport Crime

As the crew boards their ship the Knowledge Hunter to leave Kuat Drive yards with their bust (with key #2 hidden inside) they notice their temporary passenger Content Not Found: acantha, left behind a camera and a note asking to take it to a contact on the planet Dantooine.

First the team heads back to Ord Mantell to see Madge. As they leave the spaceport they get stopped by some thugs in the spaceport asking for ‘donations’, but the thugs are easily scared away. Pana Vermond, the head of the spaceport ask the team for help ridding his spaceport of the thugs as they are becoming a problem. If they can take care of the thug problem, he will reward them. He then sends them to his communications department to get more info. His communications officer ‘Ears’ tell them she had some of the thugs followed to a warehouse, so the team decides to start searching there.

Our crew heads to the warehouse, and as soon as they are spotted they are fired upon. After a quick firefight where they murder some thugs, they capture Iella by Soziall stunning her right before she escapes. They load her, (and some of the cargo crates from the warehouse, because hey, she won’t need them anymore) into one of the the gangs speeder trucks. They take her back to the paceport and bring her to security to claim their reward. Pana seems very upset, he takes the captured girl, and leaves without another word (and no payment).

Dejected but undeterred, the team heads back to Madge’s place gets the location of the next key. After tea and scones, Madge tells them Content Not Found: eskol, a Wookie mercenary on Corellia has it ( It’s in a necklace he has).

Before heading to Corellia, the team stops at Dantooine to deliver Content Not Found: acantha_ camera. They end up finding _Content Not Found: ral-dather, a rebel agent, who says that the camera hid plans for a secret Imperial research base, and ask the crew to destroy it, loot it, or otherwise neutralize whatever threat they find there.

"Space Junk"
The Escort Mission

The group heads out to find Madge, the seer. They find her small hut near a cliff in a forest way outside of town. The house is guarded by a Mantellian Savrip. He tells the group that they are expected. (They get excited for a moment until they learn it was nothing magical, Kev called him). Madge tells them that she knows of the key to the treasure, very well actually, because she has one of the keys that they need. She says she can use that key (which looks like a small-disc shaped gem) to divine the location of the next one.

She goes to meditate while her guard makes tea. When she comes back into the room she tells them that the next key is owned by Denor (unbeknownst to him, it’s hidden in a statue) an employee of Kuat Drive Yards. So the crew heads to the Kuat system to see if they can buy it from him.

Kingdoms<br />

When they arrive to the shipyards, Denor tells them that he has been having problems at work lately, his shipments have been getting stolen. He will trade the statue for assistance protecting his next shipment, or ‘delaying’ the shipments of his rival co-workers. They choose to escort one of his freighters from Ryloth.

The group gets to Ryloth where the cargo is being loaded onto a freighter, just in time to see it attacked by pirates. They fight off the pirates, only to find out that their leader Nej, one of Denor’s co-workers, was the one raiding his shipments. They bring her back & turn her in.

While lost in hyperspace due to a bad astrogation plot, the team finds an escape pod with one passenger in it. She (Content Not Found: acantha) tells them her space cruiser was attacked, asks them for a ride back to civilization, and they begrudgingly oblige. When they arrived back at Kuat Drive Yards, an Imperial star destroyer was there. The star destroyer hailed the team, asking if they say anything strange or picked up any passengers. They turn in Acantha, and her escape pod, over to the Imperials without a second thought.

"Jailhouse Rock"
The Adventure Begins


Fate leads several adventurers, scoundrels, ne’er-do-wells and even a few upstanding citizens to the same bar on Corellia. A massive bar fight breaks out, and all the patrons find themselves arrested by CorSec and put in jail. A Twi’lek offers to free any of the prisoners who are willing to help her with a little treasure hunt she is working on. Seven of the recent inmates agree, and then the power suddenly goes out in the prison building. With no regard for the law, they escape the prison, knocking out the guards and stealing one of their guns.

Once on her ship the Knowledge Hunter, An’d explains the job to the recent escapees (the spunky Bothan Shara, stoic Chiss doctor Mos’azail’laguo, the female bounty hunter team Showtime & Curtain Call, impatient Duros slicer Artemis, and the hungover pilot Crash and her droid B4-NG). She wants to get the treasure from an ancient tomb but needs a key to unlock it. Rumor has it a mystic on Ord Mantell know where the key is, but they have to find someone that knows where to find the mystic.

Leaving Corellia the team follows An’d’s only lead to Ord Mantel to talk to a merchant named Kev, who allegedly can help them find the person they are looking for. They land in a spaceport just outside the Capital.

Kev informs them that the seer they are looking for is very secretive, but that he would be willing to help them_ if_ they retrieve a locket from a local thug for him. They begrudgingly help Kev reclaim the locket that was taken (and in the process learn that is was taken from his daughter that was kidnapped and murdered), in exchange for info on where the seer lives.


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