GM Mawgrim's Dead Suns campaign (group B)

Game Master Mawgrim

Maps: Google Slides link :: Loot: Google Sheets link
Current Ship: Hippocampus, tier 1


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Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

I guess since Valius is at the top of Initiative, I should go again then?

Valius is less concerned with keeping the woman alive than with preventing her from possibly hurting one of his allies with a lucky shot. He moves to Orlam's side and slashes at her again, brimming with photonic energy.

Attack roll: 1d20 + 4 ⇒ (8) + 4 = 12
Damage roll: 1d6 + 4 ⇒ (6) + 4 = 10


As the solarion moves towards the gang leader, his blade glowing with the fire of the sun, the gang leader's eyes widen. His blade bites deep into the woman's chest and neck as he slashes upwards, and as her blood spills from the open wound she sinks to her knees, dropping both the pistol and the baton and grasps desperately at her neck to stop the bleeding to no avail. She slumps to the floor, her movements already becoming sluggish as a pool of red liquid begins to pool underneath her.

Valius attacks the gang leader and hits for 10 damage. The gang leader is now unconscious and dying.

Since most of you were attempting to try and take her alive, you may attempt to save the gang leader by applying healing to/cast stabilize on her, otherwise she will be dead either in 3 rounds or immediately if she takes more damage again. The choice is yours to make :) Regardless, we are technically out of combat though since whether Ferani lives or dies is a matter of the next ~18 seconds, if you're not directly attempting to make Medicine checks or cast spells to heal her, please limit your actions to what could feasibly be done in this time.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"Are you sure you want this woman alive?" Xera says as she strides into the room.

She kneels down over the fallen woman, and places her hand on her wounds.

Casting stabilize.

"What about the others? Or is it just her you want?" She looks around at the bodies. "This can't be all of them, can it? This is hardly enough to be called a gang, really. There could be more of them on their way."


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam glances around dispassionately, glancing at the fallen vesk, then back at the tattooed human female. "Just this one, I think. She might be more intimidated by knowing she is all alone. She will also know if there are others around, and we need answers."


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra watches the proceedings with indifference.


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

"Yeah, she seems important. And I'll bet you a credit there's more around here somewhere," Private Eye says as he reloads his pistol.


Once Xera reaches out with her spell, the deadly wound running from armpit to neck begins to seal itself nigh on immediately and the dying woman's breath steadies even as she lays unconscious in a small pool of her own blood. She remains unconscious, comatose on the cold metal floor.

Combat is now over.

As the din of the firefight subsides, the only sounds remaining are those of the blood pounding in the groups' ears and the ringing of the fire alarm in the main room of the nightclub.

With the leader of the Downside Kings unconscious, and the rest of the ganger assembled at the club dead, the group can take in their surroundings. They are in the club's back office, furnished with a desk and several chairs and vidscreens tuned to multiple different entertainment feeds. In the north-eastern corner of the room is a storage closet, its door securely closed.

Ferani is now stable and at 0 hp, and she will be unconscious for the next hour or so at least unless anything brings her to 1hp or higher. Normal time will now resume.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"Let's get anything of value and then get the Abyss out of here before the Fire Department shows up."

Xera begins searching the room.

"Anyone think they can get the closet open?"

If the answer is no Xera will just try to shoot out the lock with the laser pistol.

Is there a computer terminal here, or a portable computer on the gang leader's body that might have useful files?

Also... what goodies do the bad guys have?


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra loots the room and bodies. As Xera mentioned, Mysterra's especially interested in computers, comm devices, memory drives, etc.).

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Is the storage closet closed by a mechanical or electronic lock?

Engineering to disable a mechanical lock: 1d20 + 12 ⇒ (1) + 12 = 13
Computers to bypass an electronic lock: 1d20 + 9 ⇒ (8) + 9 = 17


Examining the lock, it appears to be a relatively simple card-reader that holds the magnetized locks in place. Mysterra attempts to interface with the reader, but cannot manage to trigger the device into unlocking.

As Xera looks around the room, she notes that there are no computer terminals or portable devices in the room that she can see. Rifling through the unconscious woman's pockets for any sort of communications device, she finds both a small datapad (tier 1 computer) and a plain white keycard with a black strip on it, as well as a credstick and several more rounds of small arms ammunition. Ferani's semi-automatic pistol lies where it fell next to her tactical baton, its clip partially empty.

Mysterra goes over to the form of the vesk enforcer lying motionless in the doorway to the office, thick dark blood pooling underneath him. He appears to be wearing a suit of red coloured troop ceremonial plate that, other than the few holes in it left from being shot at by the group, appears to be perfectly serviceable. Nearby is an azimuth-class artillery laser rifle with two completely fresh batteries in it, and the vesk also appeared to have carried an assault hammer. Secured into a thin makeshift bandolier that has been shredded by Orlam's cannon, Mystera finds a frag grenade, and in a small pouch affixed to the bandolier is a credstick.

Each of the three guards in the storeroom were carrying credsticks, a club, and an azimuth-class laser pistol, but were not carrying anything else of value.

Full list of lootables from the bodies of the 3 Downside King gang members, the vesk enforcer, and Ferani, has been put onto the Google Sheets list (link at top of gameplay page, and copied Here for ease of finding). Since Xera also checked the two bouncers for anything of value a little while ago, I have added the potential lootables from those bodies as well. All of the credit sticks looted from the bodies and from Ferani total to 290 credits each.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius disperses his solarion weapon as he lets the adrenaline and photonic charge be quenched for the moment, taking a minute to examine the hole that was burned into his armor by laser fire. He was surprised that he was still alive, seeing that it had managed to punch right through. It was a combination of luck and his fire hazard training that kept him from burning up.

"Well this was not how I expected things to go," He commented as he looked at everyone already busy with checking the room. He stands awkwardly in place, feeling like he lacks much purpose in this situation. So he takes the moment to pray and ask for guidance, hand clasping the small symbol hanging from around his neck.

"You know that it's unlikely that she'll give us anything," He comments about Ferani, watching Xera rifle through her pockets and noting the keycard that she finds. "Hey, I think that goes to the reader Mysty is trying to open without a proper keycard," He notes to her, taking it and swiping it through to see if it will open up the lock.

"So, how long do you suppose it will take before security comes knocking around here, if at all? Mysty, can you shut off that alarm?" He asks her.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

"The crowds might return if I do." Mysterra replies. "Are you sure that's what you'd like?"

"I suggest after you check the storage closet we leave with all due haste. We can equip ourselves and examine the electronics in a safer location."

Taking everything we find and looking through it later.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"What about this Ferani woman?" Xera asks.

"I can bring her around if you want to talk to her. Or do you want to bring her with us? I don't think we should just leave her here as-is."

I have one spell left and could mystic cure her if we want.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

"Not here." Mysterra replies. "Can you carry her, Orlam?"

Mysterra has no opinion on if we should bring the woman or leave her. She doesn't want to interrogate her here, though. An alley somewhere, maybe?


As Valius swipes the white card through the metal card reader on the storage closet, the device trills delightfully and the sound of the locking mechanism releasing echoes through the metallic office. The door swings ajar, revealing a trove of goods strewn about the small room.

The closet contains a holoskin device, an unloaded autotarget rifle with five magazines of longarm rounds, two incendiary grenades, a pair of serums, and a quick-release sheath armor upgrade. A half-dozen credsticks can be found on one of the shelves, as well as a crate with five-hundred UPB's contained in it sitting on the floor.

All of these items are now added to the loot table.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Loram takes the azimuth-class artillery laser rifle and the assault hammer before picking up the unconscious gang leader. "We should blend in with the others leaving this building. We'll say she was hurt in the rush for the exit and we stopped to help, if we are questioned. Let's find someplace to ask her a few questions where we won't draw attention." The kasathas is ready to head out once Valius wisely tries the card on the closet's security reader and they secure the items in there as well.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra helps Valius carry the goods from the storage closet out of the bar and follows Orlam down the road.


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

Private Eye agrees that this is not the place to be found doing an interview. "Maybe we should take her to the Starfinders?"

He helps carry the load of things they have 'liberated' out of the club.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"It would look bad for the Starfinders if we were seen dragging a half-dead kidnap victim into the office. Maybe we can find some kind of low-rent hotel where we can bring her, somewhere that nobody looks at too closely."

Xera looks around for something to bundle up the woman in. Like a rug.


Looking around the two rooms as the group gets ready to exit the building, Xera notes that while there are no rugs on the floor there is drape-like material that looks to be replacement curtains for out in the main dance-floor.

As they near the door and peer out, the most noticeable thing is how quiet the street outside is. While there are are few club-goers milling about in front of the hyperleaf cafe and the club, it appears most of patrons of the Fusion Queen have left the area to seek entertainment elsewhere. Those few remaining are either engrossed in conversations with one another or are still high enough from whatever substances they were taking inside to not really care for the strangers exiting the club with an unconscious woman in tow.

The nuar and his delivery trolley are also nowhere to be seen, and neither are the bodies of the two bouncers.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra strides outside and down the street. Making a quick search on her custom rig, she checks if there's a cheap, hourly motel around here somewhere they can rent.

Computers: 1d20 + 9 ⇒ (13) + 9 = 22


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam carries the burden easily with two of his arms supporting the unconscious gang leader while the other two keep his rifle at the ready. "A room somewhere would be best, but if not an alley would serve fine. These don't look like the sort of people who are going to care what we're doing. I'm not even certain there is any authority down here, but if there is someone on the way let's get some distance behind us."


Mysterra manages to locate small motel advertising hourly rates one of the higher levels of the Spike, several levels up from the level containing the Fusion Queen. As they try to walk through the area surreptitiously, the group walks past a narrow space between two buildings that is wide enough for two people to walk closely side by side. Narrow windows line edge the buildings close to the roof of them, and the narrow alley has the slight stench of refuse and waste within it.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"We've got the only survivor, so that's something."

"Mysterra... why don't you see if this hotel has a back door or a fire exit we can get this body through so we don't have to get it past the front desk. You can check in and let the rest of us in through the back."


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

The funny thing here is that I work in a hotel and part of my job is keeping people from doing this. :)


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra nods, and checks for details on the motel's layout and safety measures.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius has been quiet for a while now, but as Mysterra starts looking up hotel schematics, he speaks up.

"I'm a little bit unclear whether we should be doing this. First of all, what are we exactly trying to get out of this woman that we don't already know and can probably get out of her datapad? Second, if we do want information, should we not deliver her to her rival, so he might be grateful to us? Finally, don't you think that interrogating someone, even a bad person like her, is justifiable? Killing her in battle is one thing, but if we plan to torture her, I can't go along with that."


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra seems unmoved by Valius' words, and seems focused on her custom rig.

I expected to threaten her with handing her over to her rival, not torture her. But, I also like the idea of delivering her to her rival and letting him deal with it. Either way, Mysterra's not going to be the one asking questions or anything, so I leave the decision up to you guys.


Looking over the information found on the infosphere about the hotel, named The Hillitt Rooms, there isn't any information about how many entrances or exits it has though it says that it has several small rooms available for hourly, daily, weekly, or monthly rent. As it is located within the Spike, many of the buildings are situated anywhere they can find room in the confined levels, and will usually have only the one entrance.


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam answers Valius. "We haven't got any information yet. Her datapad might not provide what we need, or we might not be able to get into it without her help. I don't know much about hacking into computers myself. As for torture, we will do what must be done to get her to talk. You don't have to stick around and watch." He glances at the blond haired man and gives a small shake of his head, then gestures with a nod toward the gang leader he's carrying. No telling whether she has regained consciousness and is pretending. Best not to show their hand until they get a chance to talk to her.

As far as getting into the hotel, when it appears they must go through the one entrance, he suggests a direct approach. "Our friend simply had too much to drink and we're looking for a place to continue with our 'fun'. I'm sure the depraved citizenry of this level won't think to question us too closely. And if they do, we can give them some credits - enough to make them forget they saw us."

I'm figuring once we get somewhere 'safe', we can take the time to get some information from the datapad and fill in whatever missing pieces we still have about this situation by asking our captive. We killed her gang, I'm pretty sure that she'll be somewhat intimidated by that alone. Especially if we suggest we'll let her live if she's helpful. No plans for torture, but turning her over to her rivals once she's told us what she knows (or doesn't know) seems fair enough to me.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Once we're outside the Hlilt Rooms, Mysterra points it out and announces, "We are here."

She waits for someone more convincing to take the lead, well aware that social interaction is not her strong suit.

Yeah, once we're inside, Mysterra's going to try to get everything she can out of the datapad so we have a better idea of what to ask.


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

Private Eye doesn't necessarily want their captive to hear what he has to say so he takes Valius aside.

"I don't have the stomach to torture anyone either. The good news is I don't intend to stand by and watch someone do it anyway, for two reasons,as he continues he holds up a hand and counts off his thoughts, "One, I don't think it's the right thing to do. And two, more practically, torture doesn't work anyway. You cant trust anything anyone says under pain of torture. They just tell you what they think you want to hear to get you to stop, true or not. A good old fashioned interview works much better. With the right words people spill the beans a lot more often than you might think, and while they still might lie I'd trust those words more than something they said while you're sticking the screws to them."


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"We do want confirmation of our suspicions about who hired them to kill Duravor. We suspect, but we don't know. As long as no one gives away to her what we do know, she can't possibly guess what we might wish to hear."

"If she is willing to make a full recorded confession, I would be willing to turn her over to the Stewards. But I want her to name names of who hired her. Otherwise, we can space her or hand her over to the other gang. That can be something we have to bargain with."

"I am not interested in torturing her, though I won't stand in the way if it can get us what we need."


Ferani, Con check to become conscious: 1d20 + 1 ⇒ (20) + 1 = 21

Ok, so Ferani regains hp and is now conscious. I will rule that Ferani is currently grappled by Orlam at this point.

Ferani, attempt to escape from Orlam's grapple: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4 [ooc]-1 for ACP (estex suit)

As the group make their trek to a higher level in the Spike to get to the hotel, discussing their plans for the gang leader while walking up one of the switchback stairwells between levels, Ferani begins to stir in Orlam's arms. She opens her eyes and gasps loudly and immediately begins flailing wildly to try and break free of the four-armed soldier, but he manages to keep her arms and legs controlled. Her eyes are wide with fear and anger as she attempts to beat at Orlam with her fists.

"Let me go you cretinous ass!" she yells, her voice echoing in the metal stairwell. "Where are you taking me?! Help! HELP!" she screams and continues to squirm, trying to break free of the kasatha's grip.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Isn't she rolled up in a carpet? She could still scream but I doubt she could get out.

"Be quiet."

Xera tries to punch Ferani.

Punch: 1d20 + 0 ⇒ (11) + 0 = 11
Punch Damage nonlethal: 1d4 ⇒ 2


There weren't any rugs/carpets in the club, just some drapey material that could have been used to cover her up.

As the woman struggles in the soldier's tight grip, Xera's fist connects with Ferani's temple. The gang leader grunts in pain and her form slumps in Orlam's arms, once again unconscious and leaving the group free to make their way to the Hillit Rooms after another fifteen or so minutes.

The level that the building is on has streets wider than they have seen so far in the Spike, and the area looks almost comfortable if one could look past the rusted walls and riveted patches of sheet metal covering the floor. Several crisscrossing walkways fill the space overhead, connecting the upper stories of the buildings.

The Hillitt Rooms itself is a narrow three-storey building, covered in rust and sided by other tall buildings. The walkways overhead do not seem to connect to the rest of the hotel. A hologram sign in the window flashes the words 'Rooms Available' for passers by, and the lobby appears to be unmanned except for an access terminal next to a sliding door that is currently firmly closed.

On the terminal, the list of prices for the cheap efficiencies is listed as 1 credit for an 8-hour lease or 3 credits per night for a full 24-hour lease.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Xera uses one of the credsticks that belonged to the gangers to pay 3 credits for the room.

"Let's get her upstairs before anyone comes by."


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam is just about to shift his grip to bring one of his other arms around to belt the struggling woman when Xera effectively takes care of the situation. The kasathas nods at the android in thanks, then resumes the trek to the hotel.

Once there, after Xera takes care of payment, Orlam heads to the room in order to divest himself of this burden. They could all do with a bit of rest while they wait for the gang leader to regain consciousness. But this time she will find her arms and legs bound by cord or whatever else they might have at hand to secure her tightly. And a gag, to keep her quiet until she agrees to answer some questions...


Once it has received the three credits payment from the credstick in Xera's possession, the machine spits out a small plastic card with 'The Hillitt Rooms' and the number 12 on its front.

The room is sparsely furnished, with a pair of single beds, a small table with two chairs, and a threadbare couch large enough for two to sit on it being the only surfaces to rest on. A single fan spins slowly in the centre of the efficiencies ceiling, moving the stale air around the windowless room. A single door leading to the narrow bathroom sits next to a rusty kitchenette bench-top.

Orlam manages to find enough cables from appliances in the efficiency to bind the woman's arms and legs together.

There is a little bit of time for you all to rest up, check over/attempt to identify any of the gear you took from the club, and talk among yourselves before the next check will be made for Ferani to regain consciousness again. Otherwise healing will need to be applied either with a Medicine check or mystic cure spell before she will rouse.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra turns on Ferani's data pad and attempts to access its data.

Computers: 1d20 + 9 ⇒ (9) + 9 = 18


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam takes his time and relaxes, practicing a few meditative techniques and light exercise to restore his vitality. He also waits for Mysterra to report on what she learns from the datapad. Once they have some idea of what information the computer holds, they will have a better sense of what to ask the gang leader - or if they need her to fill in any holes at all.

Use 1 Resolve Point to restore his Shield Points over a 10 minute span. Beyond that, will go over the weapons they found to make sure they are all in good working order - whether to sell them at a pawn store or use for their own purposes.


Mysterra manages to bypass the protections and encryption on the datapad, and is presented with a trove of information. Messages and files on the datapad confirm many of the gang's criminal activities - smuggling, racketeering, extortion, drug trafficking, and dozens of other operations.

One of the most recent files added is a series of communications between Ferani and someone claiming to be a representative of Astral Extractions, ordering the gang to kill Duravor Kreel both as a message to the Hardscrabble Collective that the corporation means to make good on its threats and to keep the Starfinder Society from sticking their noses where they don't belong.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra shares everything she discovers with the group in a boring, monotone voice.

Afterwards she remarks, "There is more than enough evidence on this to see this woman imprisoned for her crimes. Before turning her into the authorities, we need to discover more about her contact at Astral Extractions. I could attempt to set up a meeting with them utilizing her datapad. Although I am unsure if this is the wisest course of action."

Question: If I wanted to make a copy of these files what would I need to buy to do that? A tier one computer? Is there the equivalent of a memory stick I can purchase?

"I suggest you question her about her involvement with Astral Extractions."


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

"Good work Mysterra. Can you send that to me?" If she does so Eye attaches the files to the notes he had taken earlier.

My comm unit is also a tier 1 computer so I could do that if you like.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra nods jerkily and taps away on the datapad, sending a copy of the files to Private Eye's comm unit.


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam nods as Mysterra deciphers the information on the datapad. "If we can find this mysterious representative, maybe we can learn more of who was ultimately behind Duravor's death. Ferani might know how to find him. I also believe this information on gang activity should be sent to the local authorities - no matter how we decide to deal with Ferani."


GM Stuff:
Ferani, Con check to regain consciousness: 1d20 + 1 ⇒ (9) + 1 = 10

An hour passes since Ferani last regained consciousness in the stairwells of the Spike, and she continues to remain unconscious on one of the beds, her face battered and bruised and hands and feet bound by electrical cord. The flesh around one of her eyes has begun to go a deep shade of red from where she had been knocked out by Xera, swelling slightly around the socket.

Ferani does not regain consciousness with this check. If the group wishes to interrogate her, you may either wait another hour or apply healing to her.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

When Mysterra's done on the data pad, and copying the files over to Pi, she spends some time sitting completely still, staring at the wall in silence.

Spending ten minutes resting and spending one RP to heal her sp.

Mysterra's patient. She would wait.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius will do the same for resting and recovering RP here. Seeing that he was set on fire and all.

"Well," Valius speaks up as he looks at the tied up and unconscious woman. "I think I know how to get her to open up here with brutal honesty. Because let's face it, we don't exactly look like the types to go to brutal extremes to extract information from her," He comments. "But she does look like the type of person who would fear us handing her over to a rival gang leader than to station security. I can sell that and use it to pry her mouth open. So...does anyone want to try and wake her up? I'm actually concerned Xera might give her permanent brain damage if she punches her in the head again, so let's not do that anyone, okay?"

If no one else elects to try, Valius attempts waking her from her unconsciousness with his limited medical knowledge.

Medicine: 1d20 + 1 ⇒ (14) + 1 = 15


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"I only have enough energy to heal one more person, and I'd prefer to hang on to that in case something happens to one of us."

Xera doesn't think she will be much use in the interrogation, so she keeps an eye out, watching the street from the window.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

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