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The grasping arms of Taris are lashing out to find the adventurers. Their ship is almost ready to launch, but the consequences of their actions are closing quickly.

Silus has unfinished business with the Myrishi family. The Mandalorians are hunting our heroes. Can they cobble together an escape in time?
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The wastelanders, having made the trek to the CDC, agreed to help an army lay seige to the local Nuka-Cola factory. Of course, they now find themselves stepping into a hive of trouble. It will take a clever wit and quick thinking to overcome this a-bumble-able situation. Bee-hold, dear internet, as you listen to The Wicker Knight!

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The engines are primed and the starship is more or less ready to go.  The only obstacle standing between our adventurers and their escape from Taris is the little matter of an entire Mandalorian Blockade and evading their long-range sensors.

It’s time to hop one more hurdle.

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The morally ambiguous shenanigans have come to a grey conclusion, and the Wastelanders have set their sights on a former CDC facility in the burned out remnants of Georgia. Having hopped aboard a military convoy heading north, the adventurers are thrown into the midst of a deadly conflict. They will have to navigate the murky political waters with guile, skill, and pure insanity…

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A planet can be a surprisingly hard thing to escape. Especially when you have a starship that isn’t capable of flying to the stars.

Taris is under Mandalorian blockade, and our adventurers must find a way to break through to freedom.

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