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The Raider's Lament travels to the most populous of the 40 worlds. In this ancient, bustling orbital the crew comes face to face, at last, with their elusive quarry and must conclude their contract, by negotiation or violence, in the midst of a glamorous party!
The profit margin on this mission is starting to get thin. It may be time to draw the line soon and cut with what they can. But the Captain decides that time is not quite yet.
The crew finds they must escape incarceration, and then turn the tables on their captors. But can they recover their cargo in time?
Their quarry is chased down to a busy transshipping port. Unfortunately, for a criminal, he is quite good at using all the civilized assets at his disposal to thwart them. Can they pull some subterfuge of their own to win back their cargo for its rightful owner?
Things do not turn out to be as simple as hoped. The mission must continue to a criminal haven with no law or regulation. Once there, events take an unexpected turn.
The Raider's Lament is taken out on maneuvers and the new crew and old find out if they can work together. They also have an offer from myserious factor who doesn't want any questions asked.
Fresh from drydock after a repair and refit from their last adventure, the crew of The Raider's Lament meet up again. First up: interview some new recruits to round out their crew.
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