USH'S ORIGINAL TRILOGY GAME EPISODE I 'LANZAR'- Rebel Alliance Thread

Started by Vera21280 pages

Unfortunately, none.

We need to separate everything and move to a few different locations.

How many of us are with the cargo and convoy right now?

Things seem a bit chaotic in that department. Kyle is not back and Eerin has left.

Both with very important jobs. If they can disable or at least delay Arvus, we'll have a lot more breathing room.

The reason I asked is that, essentially, however many of us there are at the convoy is how many groups we can split up into.

Actually, I'd like to know what the hell our Pilots are doing at the moment. Anything? I remember somebody was hacking Imperial transmissions...

Cass, whilst you are still trying to make sense of the gibberish- which had just calmed down- you get a transmission sent in clear saying 'Return to the ship', which then causes a short bit of gibberish in response.

Curious.

Scarlet will send a message by comlink to make sure everything is alright with Kyle.

Well, that was Arvus giving the command... wait a sec, computer gibberish?

*checks the Imperial Records thread*

Arvus has a probe droid as his Ally! Ush, does that mean the Imps know where the warehouse is?

We need to split, and fast.

That makes sense (think ESB) but I don't think our characters would know that.

No, actually, we wouldn't... damn that.

But I'd like to know, am I right, Ush?

And any speculation aside, we still need to peel out ASAP, since Kyle told us he was being followed.

Speaking of which, BB, why didn't you just jump Arvus right away?

Because Lanzar has laws. We'd get arrested for brawling in public, and Drakkon would just see us as a hinderance. I want Arvus to make the first move so that we're doing it in self-defense.

Eh, if we can move the stuff, the probe can think the Wherehouse holds whatever it wants...
How many weapons are there?
Hundreds of pounds?
I might have the beginning of a hopefully better formulated plan.

Hundreds of tons more like. This is the contents of three very large freighters.

(Right on BB. I'm trying to mess with his mind. I had no idea about the probe droid, but I have been working under the assumption that Rylis is near or at least listening in. That's why you're keeping your distance and I'm doing my best to actually admit nothing.
I changed tack a little after that comm message. It seems a bad idea to follow Avrus anywhere he's happy to be going. Trying to pick a fight with him might be hard, we both don't want to start the war. I'm doing my best to pi$$ him off, and goad him into attacking an 'innocent Imperial citizen', something Galahad can surely use for political gain. Barring that, I'm simply doing what I can to keep him out of your hair. Although that may not last much longer. If anyone has any opinions how I should proceed, please let me know.)

Btw, I was perfectly happy for people's characters to know it was a probe droid, which is why I gave tpt a very near copy of C3P0's line from ESB, despite the fact there was no reason for me to mention Rebels in that line; that was the hint.

Oh thats the computer static, I'm talking to the probe droid...
Once it returns to base, we're good...
We need somewhere else to stash these weapons...
OK, I don't wanna bug Drakkon again, he would hate us. And that would be bad.
We COULD put them on the ships again, which would be awefuly redundant, and then we have the problem of getting them there wtihout being noticed.
See we Can't move the weapons this time like we did with the other stuff. We need to be sublte and make the IMps think that the weapons are still in this wherehouse so they look stupid when they come knocking.

I'm thinking of a coupla ways we could pull this.
We still have the skiffs, we can't really make it look like there is anything in them, but we could still move weapons with them, we'd have to do it slowly and one at a time, but we could pull it off.
We could do it manually, but that might take forever and arise suspicion.
We could have Osokans do it, but that would rise less suspicion if we did it right but would still take forever.
WE need to think like an IMp here, what would they expect, and then we don't do that.

(Just leave the Osokans to take the skiffs to , well, wherever they want. Either that or tell them to move one at a time to another nearby building. That should free up the players. Which is good because I get the feeling the hammer's about to drop on poor Kyle.)

If the skiffs are not loaded enough to make them look loaded it will take longer than the playable length of this game to move the stuff.

Somethiung is going to have to happen soon, folks, else I shall declar ethe situation closed and advance time.

I think, as I said before, we simply need to load the skiffs and send them off in a few different directions. Maybe 3, if we can manage that. We avoid infringing on other lodge territory as much as possible, and simply stash the weapons where the Imps won't find them.

(Seconded. Let's get this done! There are other things we need to worry about.)