USH'S GAME EPISODE IV- 'CHASE'- LIGHT SIDE AREA
Malastare, Orbital Departure Point
It is but one day since the battle in the Malastarian capital. The news of the vast firefight, with sabre-wielding participants, is spreading over the whole Galaxy. Press comment is widespread and not all of it is in your favour.
But you now have, to add to your existing ones, warrants to arrest Takuan, evidently another member of Kuylen’s circle; Persis- who is probably as great a threat as any of Kuylen’s cronies, so unrestrained he is; and also Ascar. Though all he is wanted for is fleeing the Jedi.
Your main priority remains that of stopping the Dark Siders- either by catching or killing them, or by preventing their plan. Neither is easy. Tracking down Kuylen has proven near impossible in the past. To prevent their plan you MUST get the location of the Mausoleum they are seeking, or prevent them from getting such information. Persis has the vital Astrolabe, which you must acquire in their stead. Ascar simply knows the location, and must be taken out of circulation lest the Dark Siders find him first.
Moran has provided you as many details to help you as he can. They have identified Persis’ fleeing ship and have sent images to you. He was indeed bound on a course for his home area of Tartarus, notorious home of much of the underground smuggling trade in this part of the Republic. Galder’s ship has also been identified, but on his bearing he could have been going anywhere. No ship carrying Ascar has been traced, though you would be amazed if he were still here.
Three leads remain open to you. You may chase Persis to Tartarus. None of you know much about that place, but aside from its criminal element it is a Republican area and you may go there in fully official capacity, searching for your fugitive.
Ascar will almost certainly use his Hutt contacts to protect himself. The Hutts, inevitably, mean Nar Shadda. If you wish to find him, you must go there. Your status there is fuzzy. Hutt Space is technically within the Republic, actually, of course, it answers to no-one but the Hutts. Throw your weight around and they will laugh in your face. On the other hand, the authorities there can’t just kill you out of hand, because that would make it personal with the Republic and the Jedi Order. But even under the best circumstances, Nar Shadda is a very unsafe place.
Your final option is to try and seek Kuylen himself. You only have one lead for this- the planet Belseraphon, homeworld of the Order of Miramar. It appears that Kuylen’s ship left Malastare before the others, and the Miramar turned up on Malastare after he had gone. It seems very possible he went to get these contacts of his. Regardless, there is a large mystery over quite how he has managed to get these people on his side. There may be leads to be found there. However, you have no reason to think that Belseraphon will be anything other than a hostile and very dangerous place.
You may split your numbers as you see fit. You may go to all three, or just to one. However, anywhere you leave the Dark Siders unopposed, they are likely to win that section of the game by default, of course. Once you split up, you may ONLY communicate with the other groups via the comms units on your ships. You need to be at your ship to send or receive a message (though sent messages will, of course, be recorded until the person concerned gets it). You may wish to have a few emergency contingencies worked out BEFORE you split up, just in case.
Whilst you can do it any way you like, three points do spring to mind. First of all, it makes more sense to split the Masters up. Secondly, Xeth knows that he is the only one here who knows anything about Nar Shadda, as he did his undercover work there. Without him, players who go there will be stumbling in the dark. That said, Xeth, you LOATHE that place. It is an endless nightmare there. And somehow you doubt that Shareth will be pleased to hear you have returned. Thirdly, if players are going to be absent, or something similar, I can start different sections of the game at different times, so absent players may wish to be lumped together and I can start their bit later.
I know Gundy already has some ideas about the best way to split things. But please talk it over- there is no immediate rush. As ever, the Dark Siders get a slight lead on you guys in actually doing stuff. But this time the gap is very narrow- that is why it is a Chase.