Miniturn: Isara Nindarin Velias (Tiruin)
"Ah ... sorry my Lady I was distracted by something. Last time we met this meeting was set out to prepare for what we are to do in the future, I believe many of the members of our group would like very much to go into the Dark Sea. Some think that the Path of War is a thing to be walked easily, but if it is your wish to follow a similar path my Lady then I will walk it as well.
The entire group should be there, the shipless Captain of the Dark Sea, the assassin fellow, maybe that salvager we've seen a few times, the cultist, and a few others. Its likely we might run into the Shadow Walker who tries to disguise himself as a steward, I get a bad feeling about him my Lady please be careful near him."With that he falls silent running a hand over the hilt of his sword as he sits down to sift through some of the junk in the base.
Durand Mondegan
(Caellath)
"Of course, Monica see Durand gets what he asked for. Oh and don't skimp on it, I know you have bad feelings towards him but Durand is a very valuable friend of ours now."With that Nigel turns his attention back to his desk and begins to type into to two different holopads as a number of holoscreens appear in the air before him. Getting a slight questioning look you allow Monica to escort you down to the main lobby, all the while enduring her occasional glares. By the time you get to the bottom you find a pair of guards waiting for you, one of them is hold a small box with the lid open,
inside you find a long rod about six inches wide, three thick, and roughly two feet in length. The upper half of it is covered in slits with an alternating pattern of iron/copper teeth around a solid coil of what you think might be refined deterium.
Taking it in hand you push a small switch on the handle up a tad bit, at first nothing happens but you watch as the coil turns blue, then sparks of electricity begin to bounce from the coil to the teeth. Within seconds where the slits in the maul used to be a wall of flickering light blue electricity takes its place giving a quick swing and a twirl you find the weapon to be very well balanced. Flipping it off you nod to the guard and stow the shock maul as you head out into the street. Pulling up your hood you slink into the alleyway of a nearby building and simply disappear from sight, the
Chogath cloak once again hiding you from others prying eyes.
Setting out to find information you hit up a few of your merchant contacts on your first go, but after around a dozen visits all of them ending in you almost being thrown out/being thrown out/some other variation of that you decide to swap to a much more viable option. Heading out one of the well-guarded gates to the richer districts of the city you head to a bar you know of that off-duty UM soldiers use as a place to kick back, threaten a few civies, and extort drinks (Ah the memories!). There you spend an hour or two coaxing drinks down various foul-mouthed gullets and receive a rather useful nugget or two of information.
The first of which a particularly hammered red-head engineer told you that she had been working on getting the defense droids, and several of the anti-intrusion measure back into working order in section C of the outer ring which was damaged by a recent meteor strike. The second, and last bit, you get is that apparently a group of pissed of soldiers stole a pair of exosuits from maintenance and put them in storage facility D of section C of the station's outer ring.
Jack Hansan
(Tavik Toth)
You head to the black market contact your group has had established for about a month or two now, taking the rather short trip from the base you pass by Robert on his way out of the shop and step in to the rather familiar interior. (refer to Spinal's section of the turn 2 update for description of the room) With a sudden crackle the intercom kicks on,
"Ah another customer so soon, nice to see you here Jack. What are you interested in buying this fine day?" (Narrower avenues of search are more likely to get you things you want than just 'weapons'
Main Chamber
Size: 1200
Structures:
None
Upgrades:
None
Side Chamber 1
Size: 800
Structures:
Junk Pile [Size: 85, 85 Units of Items in the Junk Pile, Needs to be examined and seperated]
Upgrades:
None
Side Chamber 2
Size: 900
Structures:
None
Upgrades:
Underground Reservoir [Size: 300, Supplies Unlimited Water]
Side Chamber 3
Size: 600
Structures:
None
Upgrades:
None