K'Klacklun
|
Relieved that the fighting appears to be over for the moment, K'Klacklun looks at his companions and begins to fear that the violence may not yet be over. He excuses himself to leave the room..
I will leave this task...as unpleasant as I fear it may be... up to you." the shirren suggest as he stows his B.U.G. in a backpack. "I believe it is time for that beverage."
The shirren stops outside the room and makes his way to the bar.
| DoubleGold |
Zefram nods to the other exit from the 'back room'.
"We should make sure that there are no more hostiles back there, before we interrogate this idiot. The last thing I want, is to be ambushed in the middle of an... 'information gathering'... exercise."
Once the others are ready, he then opens the door.
I assume you wait for K'Klacklun to get back inside before opening that? I allow people to position themselves before I roll init or anything.
K'Klacklun goes to the bartender. Welcome, what can I get you, the drinks of course cost nothing, especially since you had an important meeting with those people, that must have costed you a fortune, none of us can afford that or even be allowed to know their business. A sense motive of 5 shows that he did see you go in there, but he thinks you had a meeting, not a shootout.
K'Klacklun
|
Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14
Free drinks! Oh, praise Hylax!. K'Klacklun thinks. "Yes,yes, a fortune. So what beverage would you recommend for a traveling shireen like myself?"
Unless he hears the sounds of battle, or the bartender stops him, the shirren returns to the room with his chitinous limbs loaded with drinks.
Kozak.Tyrnis
|
If K'Klacklun returns with multiple drinks, Kozak will switch the doshko to a one-handed grip long enough to take one. While he doesn't actually ask first, should the Shirren protest, he will return it -- he's not actually stealing so much as assuming that one of them would naturally be for him. "That was quick. Barkeep spill his guts that fast, or just not know anything?"
K'Klacklun
|
K'Klacklun willingly gives up a beverage to the vesk, knowing that he can easily obtain more if he desires.
"The bartender seemed most unaware of the events transpiring within this room." K'Klacklun explains to Kozak. "Indeed, he seemed to believe that we are beings of considerable means, here to see the gang leaders to discuss business arrangements--something that he seemed to know nothing about. Whether he mistook us for potential clients or likely business partners..." The shirren pauses to take a long, noisy sip of one of his several remaining drinks. "I saw no reason to disabuse him of his notion."
"Wheeler"
|
Wheeler waits in back of the room when the rest of the party prepares to move forward. If anything happens....let the murderer types be up front to get murdered for a change.
Kei'jon
|
Kei'Jon, surprisingly carefully moves the unconscious thug to the middle of the room and takes post next to the table. He holds up one finger for a moment and then reloads a round back into the canon. Once done reloading he hefts it into a ready position aimed at the wall between the two doors.
| DoubleGold |
The bartender gives him two dark lagers, which they drink up. Kozak returns to the room after drinking his and closes the door behind him, Klacklun stays at the table to enjoy the drinks, and he receives a small portion of his favorite bar food.
The door is opened. Hey, you all suppose to be in here, we heard battle, but the odds of our men losing the battle to anyone are astronomical, I was counting on our men to come in after several minutes of patching themselves up. Kill them.
You see a female operative human and a Male soldier Vesk
init: 7 + 1d20 ⇒ 7 + (5) = 12 TszK
init: 2 + 1d20 ⇒ 2 + (20) = 22 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (15) = 16 Af'val
init: 4 + 1d20 ⇒ 4 + (10) = 14 Kei'jon
init: 2 + 1d20 ⇒ 2 + (10) = 12 Wheeler
init: 5 + 1d20 ⇒ 5 + (15) = 20 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (11) = 12 Zefram Cochrane
init: 6 + 1d20 ⇒ 6 + (7) = 13 evil human
init: 5 + 1d20 ⇒ 5 + (10) = 15 evil vesk
K'Klacklun, Af'val, Kozak are up K'Klacklun I just rolled your init anyhow, it's funny you are the highest considering are at the bar, you must be more anxious to get out of your seat and get your next drink that what the heroes are to take on the bad guys.
K'Klacklun
|
K'Klacklun remains at the bar, enjoying a particularly long sip of his beverage of choice.
K'Klacklun delays
Af'val
|
Af'val looks at the drawn weapons pointing into the room of the door we just opened and thinks to himself
"...bluffing seems out as an option.."
Standing bravely behind a line of armed companions he sheepishly waves his hand with a dumb grin on his face, hoping to confuse the human into not acting for a few seconds as he puts some magical energy into the gesture
Going for a daze again DC 14 will save for the human, after I move to get line of sight
Kozak.Tyrnis
|
Kozak gives the Vesk an assessing look. "Finally someone that's worth my time. Don't suppose you care to tell me if I was actually a target of your men in the docking bay, or if they were just hoping to kill someone other than Kreel to make the hit less obvious, and I got picked at random?" He doesn't really expect an answer, and if one comes, it'll be during battle, because he moves to engage.
Attack with Doshko: 1d20 + 5 ⇒ (20) + 5 = 25
Damage from Doshko: 2d12 + 6 ⇒ (9, 1) + 6 = 16 (CRIT!)
OOC: Edit for text formatting and to correct the forum alias.
| DoubleGold |
Kozak hits the other Vesk hard, but he survives, cause is rough and touch, he is definitely bleeding badly though after that wound.
will: 4 + 1d20 ⇒ 4 + (6) = 10 And the human is seeing stars wondering what Af'val did to her.
The vesk will try to hit his counter part Kozak We'll see who the tougher soldier here is.
hit: 8 + 1d20 ⇒ 8 + (8) = 16 vs KAC and if hit take dmg: 1d6 + 5 ⇒ (5) + 5 = 10 from his assault hammer.
TszK, Kei'jon, Wheeler, Zefram are up
Kei'jon
|
Kei'jon tries to unload two rounds into the Vesk, shooting around Af'val.
Pew ->KAC: 1d20 + 2 ⇒ (9) + 2 = 11
Pew ->KAC: 1d20 + 2 ⇒ (10) + 2 = 12
"Wheeler"
|
Wheeler takes out his pistol and fires a shot at the feet of the vesk, trying to knock him off balance for Keijon.
Bluff to Clever Feint: 1d20 + 11 ⇒ (9) + 11 = 20
K'Klacklun
|
Believing that through his tremorsense that he feels something going on in the room behind him, K'Klacklun excuses himself from the bar and makes his way to the door. Double move
Af'val
|
"I can't keep stalling the human..but I might be able to delay the vesk for a few seconds'
Af'val shifts his attention from the human to the vesk as he takes a step closer to get in range
Casting daze on the Vesk, DC 14 will save after moving forward
Kozak.Tyrnis
|
Kozak grunts from the impact of the assault hammer, the blow strong enough to hurt quite a bit despite the heavy armor that he's clad in. Unlike the rage that accompanied what he still assumes was an assassination attempt, though, the other Vesk's blow earns a toothy grin -- this is the kind of fight he likes. "Know that you stand against Kozak Koloravnost."
Granted, the grin only lasts until all the others get involved against his opponent, which while much better tactics than dueling, isn't nearly so satisfying. That earns them an irritated snort as he swings his doshko again.
Attack with Doshko: 1d20 + 5 ⇒ (10) + 5 = 15
Damage from Doshko: 1d12 + 3 ⇒ (4) + 3 = 7
OOC: Heh. Gotta love when your character gets annoyed by PCs doing the smart thing in a fight :-p
Af'val
|
Nah, it's fine..we'll just go deal with the human..you can have the Vesk all to yourself from now on ;)
| DoubleGold |
Kozak delivers a powerful blow killing the other Vesk
Keijon ends up shooting the human twice since the Vesk is already dead once Kozak hits him. dmg: 2d10 ⇒ (9, 10) = 19
After she takes two shoots to the chest nearly dead from the shoots, she drops her weapons and surrenders.
You are now out of combat
K'Klacklun
|
K'Klacklun then emerges through the door carrying beverages. Seeing the severed body of the vesk and the woman with the massive chest wounds, the shirren cries out, "By Hylax! What's happened here!? Why it's more dreadful than what happened to good Duravor--may Pharasma guide his soul!"
K'Klacklun
|
K'Klacklun looks down at the woman and realizes that she is still breathing. "Oh my! You are still alive. How fortunate for you! Why, this is not as dreadful as what happened to Duravor for he was killed, you know."
The shirren leans closer to the woman, absentmindedly allowing one of the drinks to spill out onto the woman's wounds. "Killed by YOUR gang, I suspect." He points one of his limbs at the others and transmits telepathically, {{They share these suspicions as well, I believe. I suggest that you tell them what they want to know. I know I would, if I were you.}}
Intimidate (Aid Another): 1d20 - 1 ⇒ (15) - 1 = 14
Kozak.Tyrnis
|
Kozak sheaths his doshko, reaching into his pack and producing a medkit. He’ll show it to the human, though he makes no move to use it just yet. Give one of their more social sorts a potential carrot to use along with the obvious stick of ‘talk or die’, should they choose to do so.
”You fought well,” he tells the fallen Vesk, before asking the human, ”What was his name?”
"Wheeler"
|
Wheeler slaps the remaining gangster.
Stay out of Starfinder Society business or next time we don't leave survivors
Af'val
|
Af'val raises an eyebrow
"Well...are you going to cooperate?"
Aid on intimidate: 1d20 - 1 ⇒ (18) - 1 = 17
| DoubleGold |
Yes, that Dwarf was killed by my gang, and the assassin was just a normal member given a different shirt and a sniper rifle to disguise his involvence, in fact it was one of them in the other room. As she fears Kei'jon.
You search her and find her key card.
an autotarget rifle with five magazines of longarm rounds
(10 cartridges each), two incendiary grenades I, two mk 1 serums
of healing, a quick-release sheath armor upgrade, 500 UPBs,
and half a dozen credsticks holding 100 credits each
What do you do with the prisoners? Hand them over to the council/jail. Kill them? Take them with you?
Kozak.Tyrnis
|
Kozak asks, "So why target Kreel? Wasn't just a matter of him pissing you off, or you wouldn't have bothered with a disguise, because that's not sending a message. That means you were working for someone else." To the others, he'll say, "Search the room. Let's see if they kept good records." Even if she's willing to talk, proof will go a lot farther than just an admission of guilt, after all. He starts rummaging around himself, but doesn't seem to be finding much of interest.
Perception: 1d20 ⇒ 7
OOC: Also interested in those grenades, as a note. Having a strength-based ranged attack would be better for me than the pistol.
K'Klacklun
|
"A blatant admission if I ever heard one!"[b] K'Klacklun says, accusingly. [b]"Be assured that we will alert the authorities to your activities and admission at once."
K'Klacklun votes for handing the prisoners over. I am fine with whatever. I might have some fun with the holoskin if no one else has a particular yearning for it, but K'Klacklun doesn't really have a claim to the loot in this fight since, well, he didn't fight.
Af'val
|
Well taking them with us sounds like it's more trouble then it would be worth...killing them seems..morally wrong, so let's just hand them over to the authorities
Kozak.Tyrnis
|
Murdering someone that's surrendered sounds like a good way for an SFS character to earn infamy, too. I'm definitely in the 'turn them over to station security' camp. But we still need to get info from her on who hired her, and find any documentation (or other loot) in the room that we can.
| DoubleGold |
The heroes turn in the enemies and get a long rest. I'm using spoilers to condense things.
Downside Kings, a messenger arrives at their lodgings with
an invitation (printed on paper that is as black as the void
of space) requesting their company for a meeting with His
Excellency Gevalarsk Nor, the ambassador of Eox.The meeting takes place at the Eoxian embassy in
Absalom Station’s wealthy Parkside neighborhood in the
Eye. The embassy is normally restricted to Eoxian citizens
and foreigners with official business, but the PCs’ invitation
gives them authorization to enter. The Eoxian embassy has
been decorated in a style reminiscent of traditional Eoxian
architecture—black marble and bone-pale limestone, vaulted
ceilings, sepulchral furnishings, and disconcertingly organic
architectural details. Inside, a pair of undead skeletal
attendants lead the PCs to a spare but well-appointed office
that feels something like the inside of an ancient mausoleum.
Eox is a planet inhabited almost entirely by undead creatures.Any PC who succeeds at a DC 5 Culture check can recall that
Eox is a planet inhabited almost entirely by undead creatures.
“Thank you for agreeing to meet with me. I’m certain you’re
aware of the recent interest in the prospecting ship Acreon
and the asteroid being referred to as the ‘Drift Rock,’ and
I believe you’re also acquainted with the dispute between
Astral Extractions and the Hardscrabble Collective over
both the ship and the asteroid. Both parties are currently
awaiting legal arbitration, but the wheels of justice often
turn quite slowly. As a result, I have offered my services as
a mediator in hopes of finding a solution that is equitable to
both factions.
“The first step in this, of course, is learning the specifics
of the opposing claims. Reports of your recent endeavors
in dealing with some of Absalom Station’s most notorious
gangs have led me to believe that you might be useful in this
undertaking as well. You’re new to the station, you seem to
possess a wide range of skills and abilities, and you certainly
appear capable. In short, you’re perfectly positioned as a
neutral third party that could cut through all of the red tape
surrounding this issue and get to the heart of the matter. “I would like you to go to the Acreon, find out precisely
what happened to its crew, and ascertain the value of its
asteroid cargo, as well as determine whether this Drift
Rock is truly as ‘mysterious’ as the media claims.”
Your ship
HIPPOCAMPUS TIER 1
Upgraded Ringworks Wanderer (Starfinder Core
Rulebook 310)
Small shuttle
Speed 6; Maneuverability perfect (turn 0)
AC 14; TL 14
HP 35; DT —; CT 7
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems basic mid-range sensors, extra light weapon
mount (turret), mk 3 armor, mk 3 defenses, mk 1 trinode
computer; Expansion Bays cargo hold, guest quarters
(common), life boats
Modifiers +1 any three checks per round, +2 Computers,
+3 Piloting; Complement 1–4
Kozak.Tyrnis
|
Kozak is fairly brusque by human standards, though he is trying to be polite. "Can't speak for the others, but I'm open to helping out with something like that. Are you asking for volunteers, Ambassador, or would the team that takes the assignment be compensated?" The mission certainly interests him, and the media attention that would doubtless come afterward could certainly lead to some job opportunities, but he still likes to get paid when he's being asked to risk his life.
Only really suited to gunner - no ranks in piloting, computer, or engineering yet.
"Wheeler"
|
I am obviously well suited for the captain role and since there are 7 of us I will take that role
Af'val
|
Science officer or engineer..I'll just run around those doing what seems to be most needed at the time. Since as far as I can tell there's no limit (other then the number of players) on how many of those you can have at the same time
K'Klacklun
|
Engineer or Science here. PCs preference would be engineer. +10 on both, though.
K'Klacklun
|
"Exploring likely damaged starships and ascertaining the properties or rare stones! How delightful this all sounds in comparison to the deeds I have since boarding this Station. These tasks offered by the Eoxian are far more preferable and seem much well-suited to my skill set." K'Klacklun says with growing eagerness. "I am much looking forward to these quieter tasks. I have had enough excitement to last me for quite some time."
| DoubleGold |
okay, so this game goes on with or without winning the starship combat, and it doesn't have maps, so will make it quick, but as starship rules state there is a chance of injuring crewman, whether it be you or them, but that would require crits. I handdrawn table squares, cause hexes will take all day. Map is up
Pilots, roll piloting init All heroes may act, try to use spoilers so that you won't have to wait for each other, you may give if then statements.
enemies piloting: 14 + 1d20 ⇒ 14 + (12) = 26 Starship rules on page 316, you only need to read your role, ask questions or for advice if you don't know what to do.