K'Klacklun
|
Culture: 1d20 + 1 ⇒ (8) + 1 = 9
"Do either of you know where to find the Starfinder Society?"
"Oh my!" exclaims K'Klacklun aloud as Kei'jon hefts the dwarf's body upon his massive shoulders. "Now see here! That is no way to treat a person that has just been shot!" Seeming to be making no headway with the tall, sarcesian, K'Klacklun quickly tries to change his tact, "Besides, that person is now evidence of a crime! Oh, by the Forever Queen, this has become a most wretched circumstance!"
Security Personal arrives This is now under investigation. If you would all please come with us, we would like to know what happened.
“Oh, praise Hylax that you have FINALLY arrived.” cries K’Klacklun. “It was I who contacted you, you know. Something most dreadful has occurred. I was travelling here to Absalom Station, having left my prior residence on Verces—that is a highly civilized world, you know—a veritable pillar of the Pact Worlds at the very forefront of technological progress. Having packed, I thought quite adequately for my journey—having chosen to forego a purchase of a basic medkit…” The shirren pauses for a moment, then cries out, “Oh, the misery that has befallen poor Doruval!”
Catching himself from spiraling into some sort of panicked frenzy, the shirren gathers at least a few of his wits, "In any event, after a fairly uncomfortable trip—I believe the vessel’s maneuvering thrusters were not properly functioning; no doubt the result of a misalignment of the guidance circuitry—I exited the shuttle, confirmed that my technological companion, that drone hovering there.” He stops to point at his B.U.G, before continuing, “I checked to ensure that it had arrived safely and without damage. Then, I began to take in the sights and sounds of this Station. This is my first time here, wouldn’t you know? It was then that I heard the shots ring out! Oh, the awfulness of it all!” K'Klacklun begins to shake back and forth, his antennae vibrating at such a fast speed as to emit a low, humming sound.| K'Klacklun's B.U.G. |
The drone continues to hover in the air, its whirring sound now nearly resonating at the same frequency as its master.
| DoubleGold |
Sorry to burst your bubble, but we couldn't even hear you. We did hear that sniper shot, it was so loud, anyone could hear it miles away.Then we see these dead bodies.
Oh each of those bodies had credsticks with 150 credits each and the station do give you 200 credits each. Divided out, each person would have about 290 credits to spend each for this adventure without dipping into their own credits. Keep in mind, stuff purchased with these credits you don't get to keep after the adventure.
K'Klacklun
|
After a few moments, K'Klacklun seems to have calmed down, and he continues. "Suddenly, I found myself in the middle of a pitched battle. I secured cover. When I saw that those...those... thugs were setting some of my fellow passengers on fire, well... I made a choice to fight back." He exhales a brief, pleasurable sigh. "I believe that what I did was perfectly legal, you know. A matter of defense of myself, my companion, and others."
The gregarious shirren stops talking for a moment, suddenly concerned about the possibility of his being charged with his own commission of a crime. "I did not do much, really. As the fighting went on, I spied my contact, the dwarf, Duravor Kreel, who I had come to meet. The next thing I knew he had fallen over, apparently quite dead. The result of a fire arm, but from where it originated I do not know."
"Alas, by the time I reached poor Duravor, there was nothing I could do." K'Klacklun's antenna begin to slowly droop as the shirren concludes his statement.
Then, when he spies Cochrane picking up one of the thug's weapons, K'Klacklun turns to the security officer. "Say, I don't suppose that it would be possible to retain some of those criminal's belongings, at least not the one's directly involved in the events that I described, would there? After all, I certainly must be due some compensation for the atrocities that I witnessed here." He scoops down to pick up a credstick and begins looking around for one of the thug's pistols.
Ready to move on - even if K'Klacklun isn't quite yet.
Kei'jon
|
"We were shot at, I shot the shooters. A sniper killed the dwarf. Do you require anything else?" Short and to the point, Kei'jon maintains possession on the dwarf unless instructed otherwise.
Ready
Tszk
|
Tszck will also pocket a laser pistol with 18 charge battery. And a club jic.
Tszck's own cooperation was minimal as his distrust of authority allowed. "I was waiting on Kreel. I was fired upon and defended myself.
Tszck was honest but he was not about to tell them more than he had to.
| DoubleGold |
We believe you all. The problem is, Downside Kings and Crew 21, although they've been fighting for years, they almost never come around here. They happen to appear on the day you all arrive at the time you arrive and Kreel gets shoot. What are the odds? You may keep whatever they had, because you all are Starfinders and you probably want to investigate this, yes?
Zefram Cochrane
|
Emotion: Surprise.
"Really? That is interesting. I had assumed that it was just the usual internecine gang warfare, but if this was out of character for them, it suggests that there is something else afoot..."
He then turns to the others.
"We should head for the Lorespire, as soon as we can!"
K'Klacklun
|
"We should head for the Lorespire, as soon as we can!"
"Given what little we know, I suppose that that would be the most sensible thing to do." K'Klacklun responds. "I suppose I have a choice to make."
The shirren suddenly appears to freeze up, his antennae twitching. The moment passes and he exhales. "Yes, let us be going then."
Af'val
|
"I'd like to join you to the Lorespire complex. It seems like I might find answers there"
Kozak.Tyrnis
|
Kozak, now healed up thanks to the efforts of station security and their medical personnel, opts to keep one of the azimuth laser pistols for himself. Never hurts to have a sidearm, and he'd had to ditch the one he had before during his last mission. "Yeah, this was a hell of a lot more than just a gang fight. People get caught in the crossfire in gang fight, they don't have a couple of people focusing fire on them from the get-go. And then a sniper on top of that? Pretty obvious this was a hit. What I wanna know is if they were targeting me specifically, or if they were just hoping to kill someone else to make it a little less obvious that Kreel was a target, and I was the 'lucky' one they chose. Assuming Kreel was the only one that did get killed?" This last part to the station security personnel specifically, since they'd be the ones dealing with the reports on that.
He's actually not a Starfinder, either, but he doesn't feel terribly inclined to point this out to station security, given that he's getting to walk away with some extra loot at least in part because they're assuming he is.
He glances around at the assembled group, which doubtless also still includes a few random witnesses at this point. "So just how many of us was Kreel meeting here?" He, apparently, is also up for the trip to Lorespire Complex. If he is actually a target, better to find out in the company of a well-armed group of people that _isn't_ his adopted family.
"Wheeler"
|
Wheeler was mostly pretty disinterested in getting roped into this as he doesn't really care too much about this sort of thing but as soon as he hears of opportunities to make a little extra dosh his whiskers perk right up Well... ok since you've twisted my arm and all...let's obviously investigate what was at stake here and just how much we can leverage it into cold hard cash....erm I mean Learn From It Because I Am A Good Starfinder
| DoubleGold |
The security teams lets you leave and moments later you run into Chiskisk, a Neutral host Shirren. He speaks with you all telepathically. After he too finds out about the Dwarf's death and is surprised.
“I am sorry that I cannot welcome you to Absalom Station
under better circumstances. I assure you that such attacks
are not a daily occurrence, though I realize that is likely small
comfort to you. I am pleased that none of you were seriously
hurt, but I grieve for Duravor’s death. He was a valued member
of the Society, and a friend. May the Lady of Graves be kind
in her judgment of his soul.” The shirren bows their head
momentarily, then looks up, their compound eyes glittering.
“What puzzles me is the reason behind the attack.” Chiskisk
taps a few commands into their computer. “According to
the incident report just released by station security, two
gangs were involved in the attack: the Downside Kings and
the Level 21 Crew. Gang wars are not uncommon on the
station, but they usually confine themselves to the more
lawless sectors like the Puddles. It is rare for street gangs
to battle openly in public areas like the docks. I cannot
help but wonder whether all is as it seems. There must be
a reason why those two gangs were at Docking Bay 94
at that time—the time of your arrival, coincidentally. But
was it coincidence? Were you and Duravor just innocent
bystanders caught in the crossfire, or might you and he have
been specifically targeted? And if so, why?
“My understanding is that you are interested in becoming
Starfinders, and since you were witnesses to the attack, I
would like to ask you to investigate the incident on behalf of
the Society. Find out exactly what happened and why. It may
simply be a matter of being in the wrong place at the wrong
time—I have no doubt station security will rule it so—but if
Duravor was murdered, I would like to find justice for my
friend. At the same time, this will give you the opportunity to
demonstrate your own skills and abilities and show the Society
that you are worthy of the title ‘Starfinder.’ Good luck.”
Here on Absalom station, you have a couple of topics to research:
Duravor Kreel, the Hardscrabble Collective, Astral Extractions, the Level 21 Crew, and the Downside Kings.
Let me know which one you want to do, you must make separate checks for each one, but you can roll them all in one post. But, Astral Extractions and Hardscrabble Collective must be done one at a time, in separate checks for reasons. Make a Culture check to know the answer or a diplomacy check to find out the answer. Profession Corporate and Profession miner can also be used on those two companies. Or you can access the computer and make a computers check to research the answer. Using diplomacy allows you to be in certain locations if high enough, you don't get anything extra from it via chronicle sheet, just a little bit of extra roleplay and exploration.
K'Klacklun
|
K’Klacklun stands still, his antennae shaking when he realizes that he has choices in choosing which information to pursue and the means to do it. Given his skill set, he concludes that utilizing computers to access the infosphere for information regarding the leads is the way for him to go. He gets to work.
Computers (Duravor Kreel): 1d20 + 10 ⇒ (17) + 10 = 27
Computers (Level 21 Crew): 1d20 + 10 ⇒ (11) + 10 = 21
Computers (Downside Kings): 1d20 + 10 ⇒ (8) + 10 = 18
He next tries to uncover information regarding Astral Extractions.
Computers (Astral Extractions): 1d20 + 10 ⇒ (7) + 10 = 17
Zefram Cochrane
|
Zefram jacks into the infonet, to see what he can find out.
Computers(Downside Kings): 1d20 + 6 ⇒ (8) + 6 = 14.
Computers(Level 21 Crew): 1d20 + 6 ⇒ (5) + 6 = 11.
Computers(Astral Extractions): 1d20 + 6 ⇒ (10) + 6 = 16.
Computers(Hardscrabble Collective): 1d20 + 6 ⇒ (20) + 6 = 26.
Computers(Duravor Kreel): 1d20 + 6 ⇒ (17) + 6 = 23.
Af'val
|
Seeing people pull up data from computers and getting some nice results Af'val waits to see what kind of info the come up with.
| DoubleGold |
The computers is a much lower check than diplomacy and the other stuff, like a 10 on computers allows you to take 20 on culture checks automatically. However, if you want you can still roll diplomacy for the two companies to get into the secret locations. There is still a few more things to learn, which means you'll have to do checks other than computers.
10+ Duravor Kreel was a midranking member of the
Starfinder Society. Most of his work focused on
mineral prospecting, but he also took an interest
in mentoring new and prospective members of
the Society.
15+ Kreel was a native of the Diaspora, the diffuse
asteroid belt between Verces and Eox, and was
known to have ties to dwarves and other mining
groups in the region. An outspoken champion of
miners’ rights, Kreel was active in challenging
large corporate interests that exploited individual
miners and laborers, including Astral Extractions.
20+ Kreel had personally invested money in the
Hardscrabble Collective. In addition, one of his
cousins was a member of the group, but she
died in a mining accident—the result of safety
violations perpetrated by her contract employer,
Astral Extractions.
Astral Extractions
In addition to the Culture skill, the PCs can also use Profession
(corporate professional or miner) to recall knowledge about
Astral Extractions.
Result Information
10+ Astral Extractions is a powerful mining conglomerate
with business ties throughout the Pact Worlds. Most
of the company’s operations are centered in the
Diaspora and the rocky moons of the outer planets,
but it has also begun sending scout vessels into the
Vast in search of new claims. The company recently
hired one of the Hardscrabble Collective’s ships, the
Acreon, for one of these exploratory missions.
15+ The public face of Astral Extractions is that of an
ethical and respectable corporation, but outside of
the public eye, some say the company uses hired
muscle—corporate mercenaries, strikebreakers,
and even criminal elements—as proxies to
intimidate and threaten those who stand in its way.
20+ Following the arrival of the Acreon, Astral
Extractions secretly hired a violent AbsalomStation street gang called the Downside Kings to
coerce the Hardscrabble Collective into abandoning
its claims on the Acreon and the Drift Rock.
Let me know if you can possibly reach 30 on a diplomacy check or culture check, there is one more thing to know
Result Information
10+ The Hardscrabble Collective is a clan of stubborn
asteroid miners that operates primarily among
the scattered planetoids of the Diaspora. It has no
offices or base of operations, but the clan members
usually view the Armada—the ever-changing
fleet of ships that orbit Absalom Station—as a
central gathering place. Collective crews hire their
ships out to a wide variety of business concerns,
including Astral Extractions, which recently
employed the Collective ship Acreon to scout for
new mining prospects in the Vast.
15+ While the Hardscrabble Collective calls itself
a clan, it is more of a cooperative business
enterprise, a coalition of dozens of ships’ crews
who have banded together for mutual benefit and
safety. While some of the Collective’s members
are related, most of them are individuals from a
dozen different races: humans, dwarves, androids,
ysoki, and more. Nevertheless, the Hardscrabble
Collective is as tightly knit as many families, and
members fiercely look after one another’s welfare.
20+ Following the arrival of the Acreon and Astral
Extractions’ claim on the ship and the Drift Rock,
the Hardscrabble Collective contracted with an
Absalom Station street gang called the Level 21
Crew to protect its members and its interests on
the station until the dispute can be resolved.
paizo.com #4804970, Douglas Davidson <dgrdavidson@yahoo.com>, Apr 5, 2018
paizo.com #4804970, Douglas Davidson <dgrdavidson@yahoo.com>, Apr 5, 2018
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FOREWORD
CAMPAIGN
OUTLINE
PART 1:
ABSALOM
GANG WAR
PART 2:
GHOST SHIP
PART 3:
PHANTOMS
OF THE DRIFT
ABSALOM
STATION
RELICS OF
GOLARION
ALIEN
ARCHIVES
CODEX OF
WORLDS
INCIDENT AT
ABSALOM
STATION
find it difficult, to say the least. The group has no offices on the
station, and the employment firm that handles contracts for
them only states that the Collective is not currently accepting
any jobs. Even if the PCs manage to contact one of the
Collective’s ships in the Armada outside Absalom Station, the
only response they get is the following: “Pending arbitration
and on the advice of our attorneys, we are not responding to
any public inquiries.”
Story Award: If the PCs learn that the Hardscrabble
Collective hired the Level 21 Crew for protection, whether from
their investigation of the Collective or of the gang (see below),
award them 400 XP. The PCs can earn this reward only once.
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 (The computers check added 20 to your culture check); the PCs
must use Diplomacy to gather information or Intimidate to
garner the additional knowledge from higher results.
Result Information
10+ The Downside Kings are a brutal street gang that
controls several decks of Absalom Station’s lower
levels, or “Downside,” through a combination of
intimidation and violence. They are known to
engage in a wide variety of illegal activities, from
extortion, fraud, robbery, smuggling, and theft, to
drug and arms trafficking, kidnapping, murder-forhire,
and trafficking in sentient species.
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 (again computers let you take 20 on culture); the PCs must use Diplomacy to gather
information or Intimidate to garner the additional knowledge
from higher results.
Result Information
10+ The Level 21 Crew are a street gang that claims
(unsurprisingly) Level 21 of Absalom Station’s seedy
lower decks as its territory. Their known criminal
endeavors include theft, fencing stolen goods,
gambling, prostitution, racketeering, and smuggling.
K'Klacklun
|
K'Klacklun aids anyone who attempts to gather information or recall a company fact.
Diplomacy (aid another: 1d20 + 1 ⇒ (11) + 1 = 12
Culture (aid another: 1d20 + 1 ⇒ (13) + 1 = 14
| DoubleGold |
When I copied and pasted downside Kings info, I copied a little too much, thought I had only had that highlighted, but laptop is a little screwy with the mouse.
Additonal info on the Downside Kings
15+ (Diplomacy or Intimidate only) Turnover among the
Downside Kings’ leadership is high, but the gang’s
current boss is a barbarous human woman named
Ferani Nadaz.
20+ (Diplomacy or Intimidate only) Astral Extractions
has recruited the Downside Kings to threaten the
Hardscrabble Collective and pressure the miners
into handing over the Acreon and the Drift Rock to
the company without dispute.
20+ (Diplomacy or Intimidate only) The Downside Kings
are known to use a nightclub called Fusion Queen
(see area B) as a front for their illegal activities.
There is a dc 30 for this, so one more piece of info
No additional info on Crew 21, they laugh. You really wouldn't do a thing and you might be our ally for now, but we have reasons to not tell you things.
Kozak.Tyrnis
|
Assuming the group is coordinating their efforts, Kozak will spend some time trying to shake people down for information on the Level 21 Crew. He's not one for subtle questioning, but he's not half bad at looking big and imposing, and he doesn't much care if people like him afterward.
Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11
Not that that's always enough, mind you. While he might learn a few things, it seems that he's either not persuasive enough or maybe just talking to the wrong people when it comes to getting much in depth info.
K'Klacklun
|
"If we are intent on finding Duravor's killer or, dare I contemplate, killers, then I would suggest that we start with his mining 'family'. No one is likely to know Duravor's business and his enemies better than his 'family', even if they are not related, generally speaking, by blood. It is, after all, quite difficult to keep secrets from one's hive mates." suggests K'Klacklun. "Though the choice can be quite exhilarating!"
Af'val
|
No way to beat a DC of 30 for me
After hearing K'klachlun suggestion to go visit Duravor's mining" family" Af'val concurs:"Sounds like solid reasoning to me, let's go check"
K'Klacklun
|
Turning to Wheeler, K'Klacklun says, "Well, you sir, certainly seem to have a way with words, as well as knowledge and business acumen, with your insider knowledge of Akitonian real estate and all. Perhaps, it would be best if you were the one to speak with Duravor's 'family' on our behalf. After all..." he stops speaking, then looks all around as if someone were listening, before he adds telepathically, {These other folk are quite gruff and, dare I say, rather menacing. I do not think their abruptness and forcefulness is likely to go over well among sophisticated and civilized businessmen.}
One would correctly guess that the insular lab worker,K'Klacklun, has had few dealings with dwarves and even fewer with miners.
Tszk
|
Tszck more or less stayed out of the way relatively ignored while simply observing things unfold. His primary concern was his own safety. Ironic given that they were about to go after a dangerous gang. But he reasoned walking into shoot outs rather than away from them might be the last thing they expect.
| DoubleGold |
As the heroes find out no additional information, after spending several hours and maybe a day (long enough to get a long res) the heroes do find one of the hideouts of Crew 21 and go to knock on the door.
Mama Fats’ (N male halfing) is a bodega located on the twenty-first deck in the Spike, the crowded, run-down lower half of Absalom
Station.
Ah, come in. She says with a smile. I heard about you all, if you agree to help us, you can meet up with Jabaxa, safely secured in the back room. He can answer any questions you have. He is nervous around strangers though.
Kozak.Tyrnis
|
Kozak can't quite resist a faint smirk. Even if they don't agree to help, they can meet this Jabaxa, since she helpfully just told them exactly where he's at. He is, fortunately, tactful enough not to say _that_ out loud, instead just folding his arms across his chest and nodding in agreement with Zefram.
"Wheeler"
|
Wheeler nods his assent to K'Klackun.
He enters the hang out and explains their situation Yes, we have a stake in your conflict with the Downsiders they...keep on taking things that our society has an interest in. I have drawn up a business arrangement where in exchange for our help winning your little turf war, you agree to let us take the things we want. Fair trade right?
Af'val
|
Af'val glances at Kei'jon
"Need and want are two different thing though. we could use some compensation..we are very likely to spend resources if we end up in a fight. Which seems very likely if I go by the track record we have since we landed on Absolom station"
Kozak.Tyrnis
|
Kozak shoots Kei'jon the stink eye at that little comment. Sure, he may be going after the Downside Kings regardless, and it's not like he's really expecting to do more than get information from this meeting, but there's never a good reason to say you're not interested in making some extra credits.
Kei'jon
|
Still speaking softly, but with some added edge Kei'jon points out, "It likely we able to loot Downsiders we take care of and base if hopefully get that far. That seem benefit enough. We not mercenary, we Starfinder. If want to mercenary, then claim mercenary not claim Starfinder."
Kozak.Tyrnis
|
Kozak doesn't just settle for a stink-eye this time, instead asking Kei'jon, "So, just to be sure I'm understanding you...mercenary work is bad if we're part of the Starfinder Society, even though the Acquisitives are a bunch of mercs who decided to join up with them, as I understand it. But murdering people and stealing their stuff, like you're suggesting, is perfectly okay, so long as we're not getting paid in some other way?" This isn't exactly the place he'd prefer to be having this conversation, but sometimes that's the way things go.
K'Klacklun
|
The usually gregarious K'Klacklun seemed quite content for a time to allow the others, seemingly more skilled in business, do the talking with the dwarves. However, the tone of the conversation now has he shirren on edge. Oh, my! If I am not mistaken, I believe that these beings are discussing engaging in acts that are criminal or, at the very least, of questionable morals!
K'Klacklun's head goes all abuzz as he contemplates his options. He concludes that it is best to simply ignore the other conversation and pray to the Forever Queen that he wakes up from this possible nightmare. {We... er, I, am very deeply troubled by the loss of our mutual friend, Duravor.} He broadcasts telepathically to Mama Fats. {We are happy to help in any reasonable manner that we are able, but please, do tell me, just what sort of help are you or this Jabaxa in need of?}
The timid K'Klacklun may be put off by the subject of the discussion by the other PCs, but I'm enjoying the exchange! (And hopefully helping to move things along a little bit).
| DoubleGold |
Great it is settled then. Though you don't have to kill them, but the conflict should be resolved. And she takes you to the back room.
You meet up with Jabaxa and two of his level 21 Crew. He is a ratlike person with a blue cloak on.
Ah sit down you all, and please join me for some moonshine I made. I want you to talk to or kill the Downside Kings. They cannot know I sent you, cause I don't want to aggravate the situation if things go south and I won't be sending my men out.
The two downside kings speak up Heh, the heroes from yesterday, thanks, we probably all would have died if it weren't for you.
These were the same two that you helped the other day.
Jabaxa continues. Now listen, you probably got question for me, but you haven't proven yourselves 100% trustworthy just yet, and besides, you have to give me or promise me something in return.
You can see all three gathered around the table. One of the guards speak. Listen, you helped us, but we still don't know your intentions.
Kei'jon
|
"I defend Pact Worlds from threats to peace, inside and outside. Downside Kings are threat. They will be eliminated. It come not from you. It from Starfinder." Kei'jon says matter-of-factly. He then levels one of his very long fingers at Jabaxa, "21 come close to becoming threat."
Zefram Cochrane
|
What is the appropriate emotion? Ah, yes...
Zefram's face remains an unreadable mask, until annoyance creeps across it like the dawn of a new day.
He then sighs.
"I think that we can all agree that something needs to be done about the Downside Kings; letting them kill Society members sets a bad example. If, by clearing out one of their stash points, we find something useful to us, I, for one, intend to keep it. Telling where to find them, and letting us 'deal' with them, will undoubtedly be beneficial/profitable for both the Level 21 Crew, and us. Let's just move forward on the matter..."
Tszk
|
Tszck sips at the moonshine not really being a fan of mammalian alcohol. Just didn't do it for him.
Again Tszck maintained his own council. Better to eb the quiet threat with the gun rather than the twitchy dumb threat with a gun.
"Wheeler"
|
Wheeler takes some moonshine and shoots the crap, Let's just remember that business done in the name of the society is the best kind of business.
Kozak.Tyrnis
|
Kozak accepts some of the moonshine happily enough. [b]"Questions. So I suppose a good starting point is you telling us your side of things when it comes to your conflict with the Downside Kings. If you trust us enough to be sitting in the room with us right now, I expect you should trust us enough for that. And maybe tell us if the Downside Kings make a habit of using snipers against you?"[b]
| DoubleGold |
To all who spoke, at least one of you should be rolling diplomacy, thought it was implied when I wrote the words, the rat has info that you didn't succeed on that you could have gotten. This diplomacy check is a lot lower. They have info on the Downside Kings and they might give you info on their own Level 21 Crew, which may or may not be the same info, but you still have more info to find out.
Well I hope you all do a good job then. Waiting for diplomacy roll, not only does it give you info, but changes his attitude from indifferent to friendly which helps the game further.
| GM Valen |
@ All - Other than Kei'jon and Wheeler, it seems everyone else has a negative or +0 modifier to Diplomacy!
@GM - not sure how you want to handle Aid Another or even if it is applicable. If you need the aid roll prior to primarily skill check roll, then K'Klacklun will attempt to Aid Another for Wheeler. Otherwise, if Wheeler is aiding Kei'jon, then K'Klacklun will attempt to do the same (assuming more than one Aid Another is allowed).
Diplomacy (Aid Another) per above: 1d20 + 1 ⇒ (12) + 1 = 13
"Wheeler"
|
Wheeler continues to shoot the breeze with this guy, drinking down moonshine.
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Af'val
|
Not wanting to disturb the negotiations Af'val stays quite and observes what's going on.
| DoubleGold |
Actually that 19 is good enough since the DC was like 14
Well your words mean business to us
Downside Kings
Result Information
10+ The Downside Kings are a brutal street gang that
controls several decks of Absalom Station’s lower
levels, or “Downside,” through a combination of
intimidation and violence. They are known to
engage in a wide variety of illegal activities, from
extortion, fraud, robbery, smuggling, and theft, to
drug and arms trafficking, kidnapping, murder-forhire,
and trafficking in sentient species.
15+ (Diplomacy or Intimidate only) Turnover among the
Downside Kings’ leadership is high, but the gang’s
current boss is a barbarous human woman named
Ferani Nadaz.
20+ (Diplomacy or Intimidate only) Astral Extractions
has recruited the Downside Kings to threaten the
Hardscrabble Collective and pressure the miners
into handing over the Acreon and the Drift Rock to
the company without dispute.
20+ (Diplomacy or Intimidate only) The Downside Kings
are known to use a nightclub called Fusion Queen
(see area B) as a front for their illegal activities.
They can't give you the 30+, unable to
Result Information
10+ The Level 21 Crew are a street gang that claims
(unsurprisingly) Level 21 of Absalom Station’s seedy
lower decks as its territory. Their known criminal
endeavors include theft, fencing stolen goods,
gambling, prostitution, racketeering, and smuggling.
15+ (Diplomacy or Intimidate only) The Level 21
Crew may be a criminal gang, but they have a
reputation in their territory (and neighboring
levels) for promoting community empowerment,
and many neighborhood residents tolerate or
tacitly endorse their activities. The gang has
also been known to hire itself out to defend
marginalized and threatened groups or factions.
A grizzled ysoki called Jabaxa currently leads the
Level 21 Crew.
20+ (Diplomacy or Intimidate only) Fearing retribution
from powerful corporate interests, the
Hardscrabble Collective has recently hired the
Level 21 Crew for protection.
30+ (Diplomacy or Intimidate only) Those who want to
get in touch with the Level 21 Crew can leave word
at a bodega called Mama Fats’ (see area A), which
the gang uses as a message drop.
Momma fats leaves the area. I must go back to my place, but the ratfolk and the guards stay here, this is their home.
After the heroes leave, they head out to a nightclub/space station, where the Downside Kings are. Two guards guard the only entrance to the building. Halt, what is your business here? Diplomacy to get in is very high, as well as intimidate and they are unfriendly. If you fail the dc 19 check on intimidate or the dc 20 on diplomacy that is init
init: 7 + 1d20 ⇒ 7 + (4) = 11 TszK
init: 2 + 1d20 ⇒ 2 + (1) = 3 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (19) = 20 Af'val
init: 4 + 1d20 ⇒ 4 + (3) = 7 Kei'jon
init: 2 + 1d20 ⇒ 2 + (17) = 19 Wheeler
init: 5 + 1d20 ⇒ 5 + (18) = 23 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (3) = 4 Zefram Cochrane
init: 4 + 1d20 ⇒ 4 + (2) = 6 Downside Kings
K'Klacklun
|
[b]"Well, hello there!" says K'Klacklun, looking over the guards, [b]"you are both indeed quite large, I must say. I am certain that no one will ill intentions would dare attempt to enter this establishment without your approval. Nevertheless, my companions and I are here are no such persons as we wish only to have a discussion regarding recent business pursuits with some fellow patrons that we understand are known to frequent this notable institution."
Diplomacy (Aid Another) to Wheeler: 1d20 + 1 ⇒ (3) + 1 = 4
Oh well, it worked last time.
Kei'jon
|
Kei'jon stands and remains silent. It is obvious now, based on his words at the 21 hideout that he desires this to not be resolved peacefully. (Though I will not hinder your progress)