RZMR |
Mineral prospecting, RZMR ponders the option would indicate greed is in play.
A few hurt stragglers may just find us the stray elements that will give us insight into their corrupt group. Let us visit these survivors first and wring what information we can from them. If that should prove fruitless, we can always investigate the Puddles, and find a weak mind that may talk.
Thomagar Dayana |
"That's a good idea. We likely would need to speak with the security first though. They might not give us ready access just like that."
Cestkion |
”I am quite willing. Do you think that security might let us inspect the belongings of the culprits from the fight? If they were payed or instructed to instigate the event there might be records in their com units or other electronics.
Jadzia Bainbridge |
"That lovely android security person who took our details earlier could help. I'll call them and have a chat about us investigating this."
Jadzia steps away from the group and contacts the android. She explains the situation and that the group has been tasked with finding out how Duravar got killed. She slightly embellishes the information to make the investigation sound more urgent and important than it really is.
bluff: 1d20 + 1d6 + 7 ⇒ (7) + (4) + 7 = 18 A little white lie doesn't hurt, right? ;)
"...and the Starfinder Society would be very grateful for whatever information you and security could provide to help in our investigation."
Pangea-Epsilon |
"Would you like to join me in a small prayer meeting, to ask Triune for guidance and blessings?"
GM Wolfspirit |
Moving on!
As you begin your investigation into Duravor Kreel's death, you quickly discover that outside of yourselves and Chiskisk, few residents on Absalom Station seem to know or care about the circumstances of his demise. While your entrance to Absalom station involved a great deal of excitement, it barely made a blip in the local news, just another random incident of violence from the scum that occasionally bubbles up from the depths of the station. Far bigger news discussed endlessly on newsfeeds and in public conversation is the arrival of the derelict ship Acreon a few days ago, the whereabouts and fate of its missing crew, and the nature of the mysterious “Drift Rock” the ship brought with it. Rumors and speculation are rampant: the Acreon’s crew witnessed something significant and were killed to keep it secret; the entire crew went mad and walked out the airlocks; the Drift Rock contains precious riches, from rare and valuable minerals to advanced technology, or even legendary treasures of lost Golarion, preserved before the planet disappeared.
The other main topic of discussion is the disagreement between Astral Extractions and the Hardscrabble Collective, both of whom claim ownership of the Drift Rock and the right to examine the Acreon and determine the fate of its crew.
There are many things to investigate and information that can be learned, typically through Culture, though some investigation require different skills (Specific Professions, Diplomacy or Intimidate as marked.)
If you carry out research on Absalom Station’s infosphere first (requiring a successful DC 10 Computers check to access the unsecured public system), they can take 20 on the skill check to recall knowledge. The results of these checks are cumulative; on a successful check, you learn all of the information for lower results as well.
Duravor Kreel
Astral Extractions
In addition to the Culture skill, you can also use Profession (corporate professional or miner) to recall knowledge about Astral Extractions.
The Hardscrabble Collective
In addition to the Culture skill, the PCs can also use Profession (miner) to recall knowledge about the Hardscrabble Collective.
The Downside Kings
Finding information about the Downside Kings is a bit more difficult, as they have less of a public presence due to their extralegal activities. Only the lowest result (DC 10) can be learned with a Culture check to recall knowledge; you must use Diplomacy to gather information or Intimidate to garner the additional knowledge from higher results.
The Level 21 Crew
Like those of the Downside Kings, the Level 21 Crew’s illicit undertakings limit the gang’s public presence. Only the lowest result (DC 10) can be learned with a Culture check to recall knowledge; the PCs must use Diplomacy to gather information or Intimidate to garner the additional knowledge from higher results.
Pangea-Epsilon |
Pangea-Epsilon types away at the computer to access the infosphere, but ends up with a series of adds for Akitonian tentacle elongators... grumbling about not having been adequately programmed, the android tries to recall information from its own databanks.
Pangea shares what it remembers, a bit about Kreel, the Kings and Level 21, but a lot about the Hardscrabble Collective.
Opened DC10 for all on Kreel, Kings & Level 21 - Opened up to DC20 included for the Hardscabble Collective - giving +2 to whoever will take 20 for Astral Extractions
"We need to work together to collect data and sift through info' to gather knowledge about Astral Extractions".
I just gave a +2, we probably need 1 or 2 more to reach 30 w. whoever is taking 20, so let's organize a bit for this?
Afterwards, Pangea is ready to accompany whoever wants to go gather further information from the gangs: "Maybe we can check with that 'cute' security officer, buy him a drink?"
Will only give a +2 for Level 21 info' gathering.
• Culture - Kreel: 1d20 + 5 ⇒ (7) + 5 = 12
• Culture Aid- Astral E.: 1d20 + 5 ⇒ (9) + 5 = 14
• Culture - Hardscrabble C.: 1d20 + 5 ⇒ (15) + 5 = 20
• Culture- Kings: 1d20 + 5 ⇒ (5) + 5 = 10
• Culture - Level 21: 1d20 + 5 ⇒ (18) + 5 = 23
• Diplo' Aid-Kings: 1d20 - 1 ⇒ (5) - 1 = 4
• Diplo' Aid- Level 21: 1d20 - 1 ⇒ (19) - 1 = 18
RZMR |
Whoa, GM casts wall of spoilers :-)
Watch the pathetic security system of this station yield to my superior mind. RZMR states in a brooding fashion, while hacking infosphere.
Computers: 1d20 + 9 ⇒ (6) + 9 = 15
If I understood correctly, it is this skill check that is an unlock; other party members can now take 20 on their culture checks?
Thomagar Dayana |
Thomagar has got +10 for diplomacy. Does that mean that with the take 20 for Downside Kings and Level 21 Crew to hit DC30? Just want to be sure. Have not opened spoilers yet pending clarification.
GM Wolfspirit |
If I understood correctly, it is this skill check that is an unlock; other party members can now take 20 on their culture checks?
That sounds right.
Thomagar has got +10 for diplomacy. Does that mean that with the take 20 for Downside Kings and Level 21 Crew to hit DC30? Just want to be sure. Have not opened spoilers yet pending clarification.
I'll give you a take 20 on one of the checks, whichever you choose. The other you can roll and try to get assists. As far as I'm aware, there isn't a penalty for getting an 11 on the Diplomacy for this, and there's only a soft time limit.
Jadzia Bainbridge |
"Thank you for the help RZMR, i always end up in the wrong infozone and it takes me forever to find my way back again. I'll look up what i can on our Dwarven ally then quickly see what i can spot on the infosphere about the corporations. If we can ask around about those gangs maybe some people will have heard something aobut their reputation."
Jadzia finds out what she can about Duravor then takes a quick info-search on the two corporation.
Culture (take 20) on Duravor Kreel: 20 + 6 = 26
"Duravor Kreel was a mid-ranking member of the Starfinder's but he mostly worked in mineral prospecting. He liked to mentor new members of the Society.
He was originally from the Diaspora asteroid belt and, until his death, he still had ties to dwarves and other mining groups in that region. He was a champion of miners’ rights, and would actively challenge large corporations that tried to exploit miners and laborers, including Astral Extractions.
I also found that Kreel had invested money in the Hardscrabble Collective. One of his cousins was a member of the group, but she died in a mining accident that was the result of safety violations perpetrated by her contract employer, Astral Extractions.
I can see why that corporation could have had some issues with Duravor then!"
Culture on Astral Extractions: 1d20 + 6 ⇒ (15) + 6 = 21
"These Astral Extractions seem to be a bit on the dodgy side.
They're a quite powerful mining conglomerate with business ties throughout the Pact Worlds. Most of their operations are in the Diaspora and the rocky moons of the outer planets, but they also have begun sending scout vessels into the Vast in search of new claims. They recently hired one of the Hardscrabble Collective’s ships, the Acreon, for one of these exploratory missions.
Their public face is that of an ethical and respectable corporation, but outside of the public eye, there are rumors that the company uses hired muscle, strikebreakers, and even criminal elements as to intimidate and threaten those who stand in its way.
After the arrival of the Acreon, Astral Extractions secretly hire the street gang called the Downside Kings to coerce the Hardscrabble Collective into abandoning its claims on the Acreon and the Drift Rock!
They just sound like a horrid group!"
Culture on The Hardscrabble Collective: 1d20 + 6 ⇒ (1) + 6 = 7
"I'm afraid I've barely been able to find anything at all about the other group just yet. Anyone else have an easier time with them?"
Sorry about the spammy nature of the information here. Even with paraphrasing it's hard to share that much information all at once without a wall of text.
Thomagar Dayana |
Taking 20 on the Downside Kings to hit DC30
"Hmm, fellows, you might not like what I'm about to share. I reached out to a number of my contacts, and this is what I've found out about the Downside Kings...
Go ahead and open all the spoilers for the Downside Kings.
diplomacy, Level 21 Crew: 1d20 + 10 ⇒ (7) + 10 = 17 Hmm...
"My contacts' knowledge about Level 21 Crew is less extensive, however..."
Even if aid, that is unlikely to hit DC30...
Cestkion |
Cestkion will settle in with his computer, some water at room temperature minus three degrees, a ration bar, and several pieces of chewing gum. He will pull together the information others gather with his own research and send the results out to the rest of the party. While he would like to help gather information in person on the gangs he has found that his resemblance to a certain race that threatens the entire system and more is a hindrance in dealing face to face with others. However he will task his virtual personality to join several chat rooms throughout the station to try and gather what it can, reporting directly to Thomagar with its tidbits.
I have a +8 computers so I’ll be able to access the infoshpere on anything but a one if we needed to make a check per subject. I wasn’t sure from the way you said it. I’ll take ten on that if possible and post rolls if not. Cestkion also has a +12 Culture, pure hapinstance but an enjoyable one from race and specialization, so taking a 20 will get him a 32 on each subject. If you wish I’ll paraphrase the spoilers, though I’m at work so it’ll take me a while to type it up on break, but he’ll be passing along everything he gathers. My computer does have a artificial personality which can attempt diplomacy at +2, so they shall attempt to aid another.
Access Infoshpere: 1d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (14) + 8 = 22
Culture take 20: 32
Aid another Diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6
Sorry for being quite this last weekend. Had snow issues near me one day and then hurrying to catch up the others
Cestkion |
Presuming there are no issues and we can read all the spoilers that culture unlocks.
Cestkion’s last update on Astral Extractions is followed by a note. I think it is becoming excessively clear which filthy group perpetuated murder, and this makes two from the same family! I feel we should do our best to bring some karma to them. Corporations like this too often escape true justice, perhaps we can cause them issues in regards to their claim on this rock? If they want it enough to kill I think it is worth insuring they never see a single dust mote from it! I don’t know that I approve of the actions that others have taken here, but even if both are gangs there’s a large difference between hiring protection and hitmen!
The written speech seems rushed in comparison to Cestkion’s normal writing, perhaps in anger.
Tinker 7 |
I think what I'm hearing is that Cestkion can tap the Level 21 data, so we know just about everything?
"Summarization: Duravor Kreel, the Hardscrabble Collective, and the Level 21 Crew, are the 'good guys.' Astral Projections, and the Downside Kings are the bad guys. If we wish to contact Level 21 Crew, they have a drop at 'Mama Fats.' If we wish to confront the Downside Kings, then the Fusion Queen is the place to be."
Tinker pauses a moment and adds, "Recommendation: Approach Level 21 Crew to discern more information, either tactical or strategic. Possibly they can provide more muscle, and then we can take a fight to the Downside Kings."
And finally, "Caution: The Level 21 Crew might not be pleased with us either, as they lost people at the hangar fight."
GM Wolfspirit |
From this, as far as I know the only information you don't have is the DC 30 for "Level 21." This is a little open ended, but let me know how you guys want to go about the investigation from here.
Tinker 7 |
From this, as far as I know the only information you don't have is the DC 30 for "Level 21." This is a little open ended, but let me know how you guys want to go about the investigation from here.
My bad, I thought Cestkion was able to get that info and was relaying it to us. Sorry.
Cestkion |
Correct I believe. While knowledgeable Cestkion doesn’t have much in the way of people skills. So I could only get the DC 10 info on either gang.
Cestkion will speak up ”I believe we should first confirm with Chiskisk. Then approach the Hardscrable Collective itself if they approve. We should seek authorization before dealing with any major group to insure we do not overstep our authority. And I would far rather deal with the company itself than their cover gang support. Said gang may no longer be in their employ given their earlier failure.”
Jadzia Bainbridge |
"They do seem the kind of people to hold a grudge. We should take care investigating if it leads to trouble for the Starfinder Society."
GM Wolfspirit |
(Just popping in. So far I haven't seen a clear direction of where people want to go. If we have a rule of two I'll move things along.)
Pangea-Epsilon |
"Let us report then, and see if Chiskisk has any ideas of what they wish us to do."
GM Wolfspirit |
As you have their comm frequency, it is easy to set up a meeting with Chiskisk. The shirren excitedly waves their antenae, communicating telepathically. "Tell me, what have you found?"
Pushing a bit, you can give your in character responses to what you tell him, but it won't really change things.
The Shirren nods gravely. "It is ironic. That Durovar might have been killed to prevent Starfinder actions only brought Starfinder action. But what you have said seems to be rumors and speculation of corporate and gang involvement. Evidence will be required, from those potentially responsible for the murder. It would be wise to avoid Astral Extractions for now; I would advise leaving them to Station Security, -if- you are able to obtain something concrete. They have too many connections otherwise. A gang, even if no longer employed, would likely hold something as leverage should the corporation attempt to betray them. It is unlikely they would give up that leverage willingly, however."
Pangea-Epsilon |
"So, either we go straight to the Fusion Queen and shake up the Downside Kings, or pass by Mama Flats to see if we can get some info' on the Kings from the Level 21 Crew... or something else?", Pangea asks its comrades.
Jadzia Bainbridge |
"Maybe the level 21 crew can tell us something about their enemies that we can use against them? We just have to hope that the enemy of our enemy isn't just yet another enemy!" says Jadzia, trying to hide the concern in her voice with a slight laugh.
Cestkion |
”I agree that further research is needed before we attempt to contact the Dawnside Kings. But why not first speak to the Collective? The level 21 gang is unlikely to surrender leverage on enemies without some motive. And if they’re still employed by the Hardscrable Collective the Collective may be able to help us persuade them. And they may have relivent information we have not yet obtained.”
RZMR |
Let us visit the level 21 crew, for they may yet repent.
GM Wolfspirit |
Moving on to the Level 21 Crew
Mama Fats’ is a bodega located on the twenty-first deck in the Spike, the crowded, run-down lower half of Absalom Station. The surrounding neighborhood is low-end, but not quite a slum.
When approached about contacting the Level 21 Crew, Mama Fats, the halfling proprietress, tells you to return the next day, though she does try and get you to at least sample one of her variety of alcoholic beverages from across the known systems.
When you return the following day for the meeting, you are escorted by a pair of of thuggish individuals to a room in the back of the bodega, where the gang’s apparent leader, a grizzled ysoki sporting an eyepatch waits for you. As you approach, he pours out a shot of bathtub moonshine for each of you as an apparent gesture of hospitality, saying, ”Come, sit. Tell me what your business is.”
You can make a Diplomacy check as desired.
Pangea-Epsilon |
Culture: 1d20 + 5 ⇒ (2) + 5 = 7
Pangea tries a few drinks: "Thank you, Mama!"
The next day, when people start talking with the leader, Pangea will chip in, adding a detail here and there, trying to help the conversation flow in our favor.
Diplo' Aid Another: 1d20 - 1 ⇒ (18) - 1 = 17
+2 to whomever does the Diplo' roll
Jadzia Bainbridge |
culture: 1d20 + 6 ⇒ (2) + 6 = 8
diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Jadzia takes a sniff of the moonshine and before her senses can recover she takes a sip.
"What a delightful beverage, thank you for your hospitality. We recently found ourselves stuck in the middle of slight altercation between yourselves and another group of individuals around dockingbay 94."
Jadzia pauses for a moment and takes another sip of the moonshine.
"Unfortunately one of our allies lost his life in the exchange of fire, a Dwarf by the name of Duravor Kreel. We're trying to investigate his death as we believe your opponents may have planned the fight specifically to kill the dwarf. Is there any information you have that could help us? As a mutual enemy anything you can provide could prove very useful."
RZMR |
RZMR looks at the eyepatches Ysoki, trying not to be detrimental to Jadzia's attempt at parlay.
Cestkion |
Culture: 1d20 + 12 ⇒ (16) + 12 = 28
Cestkion will take a small taste of the liquid before returning it to the table top. After Jadzia has her say he pipes in ”Doing so was quite dangerous to those around. While Kreel was the first casualty the risk to others was certainly there, and of course your own people were lost in the fight as well. And I’m sure you’ve both felt some extra pressure from station security since then. All that to carry out one murder.” He will otherwise stay mostly quite and attempt not to offend their host for the time being.
Diplomacy aid another: 1d20 + 1 ⇒ (12) + 1 = 13
GM Wolfspirit |
“‘Altercation?’ Ah, that would be the Dockside Kings. Bad business, that, but it was all the Kings’ fault. We were just supposed to keep them from interfering with a package being delivered, and they opened fired. I don’t know this… Kreel, you say? They could have been gunning for him, and firing up a Docking Bay just to kill one dwarf isn’t something I’d put past them. The Kings’ leader, Ferani Nadaz is a nasty piece of work, though she’s nothing without her vesk pet from what I’ve heard.”
The ysoki turns to Cestkion. ”I’ve got no beef with you, but yes, Station Security is getting uncomfortably tight. Until things cool off, I’m keeping myself and my associates to this level, while those scum, the Kings, are currently laying low in the Fusion Queen nightclub. I don’t want to risk provoking them further, so if you’re looking for something more you’ll have to go there yourself. Though expect to blast or bully your way past the door.”
Pangea-Epsilon |
"Thank you for your insight. Any ideas of whom we might pose as, or what kind of deal we could offer this Ms. Nadaz, that would get past security and into a meeting with her? What kind of deals they like?"
GM Wolfspirit |
The ysoki scoffs. "Legalities? That's what you're concerned of? Well, as long as your enemies fire first, Security won't look to closely if known gang members are killed. Or, if you give a convincing lie that they fired first, it should be all the same. As for Nadaz... if I were her, I wouldn't let anyone anyone like you near me by choice. Maybe you'll get lucky. Stranger things things have happened. But go in talking about deals and you'll end up getting shot all the same. Those scum respect force and fights."
Jadzia Bainbridge |
"Force eh? Well maybe a show or force is how we get our audience then. Of course i personally don't go anywhere without my sidearm permanently set on it's stun setting. I'd much rather incapacitate a violent criminal like Ferani Nadaz so they can be handed over to station security for questioning."
Tinker 7 |
Gahhhh, I screwed up! I should have added “Interrogative” at the beginning of my last post!
”Statement: It is not a question of my willingness, or unwillingness, to defy lawful practice. I am somewhat ambivalent in that regard. I do not wish to serve time in the penitentiary, and unlike those of you who excel at processing oxygen into carbon dioxide, I could actually be forced to serve multiple life sentences in series.”
Pangea-Epsilon |
"Is there any special thing Ms. Nadaz likes to deal in, or would like to deal in?"
Pangea-Epsilon |
"Let's go to the Fusion Queen nightclub, then. My idea would be to try to talk our way into getting a meeting with the boss lady, and shoot it out if that fails. Pretending we have a cargo of something illegal to unload... guns or drugs."
Jadzia Bainbridge |
"I'm sure that between us we can talk our way past some hired goons. Sounding confident and not taking no for answer gets you through many doors i find. Though we're best to have the core of a story before we walk up to the door."
Thomagar Dayana |
Thomagar stays silent all these while, listening carefully and pondering the actions to take. While not one to shy from violence, he would rather leave that as a last resort.
"I am in agreement with the shirren here. The Collective may be willing to ally with us from the trouble they are facing. Meeting them first before we come up against the Downside Kings could be beneficial."
RZMR |
Agreed, any avenue that prevents bloodshed will give us an opportunity to strengthen our ranks, before diminishing our enemies'. A solid tactic.