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< Turn 13

The crew continues to fill time with odd jobs while the ships’ computer continues to try and decrypt their recovered comstat keys. John gets an iffy lead from Dituri Reclamation but is surprised by a encrypted communicade from the Vault of Amber.

The Vault wants the group clear out an island above one of their storage vaults of some invasive wildlife that are getting out of hand. While the Vault job’s pay isn’t any better, they volunteer to provide transport — they don’t want the team to know where the island is exactly, but on the flip side all of the enemies the crew has been making on Los Xenesh 5 won’t be able to jump them, which seems a fair deal. In addition the Vault offers an interstellar com id so they can be reached even from off planet, which could mean a more long-term relationship going forward.

The crew agrees and are dropped off on a small island overrun by krorg — giant vicious terror bears. Jshal and Thero - the group’s speadsters - lead some of the beasts on a chase while the rest ambush them. Shadowfang is nearly mauled but is saved by the timely application of a stim-pack. Eventually the group pincers the remaining krorg and finish purging the island, insuring the beasts won’t breach the Vault’s vault.

The crew quickly heads back to their ship once they reach The Grotto, but Willow picks up that their being tailed. John recognizes the scout’s uniform’s insignia as that of the Diminutive Glade Mercs, a contractor that Reactive Sequence has been known to use for disavowable actions. It seems the crew has a target on their heads.

Turn 15 >